JOURNEY ENGINE

Journey
0
Destination
The road
Supply
0
Discard
Wreckage
Your satchel
Playtest summary — copy and send this with your notes:
The journal
Rules reference (condensed)

Turn. Reveal the top Journey card. A ♥ is a Refuge: take actions equal to its value (faces 10) — each is Forage (draw) or Recover (slide any discard under the Supply deck). A ♠ is an Adversary: health = 2× rank index, attack = rank index (J/Q/K = 11/12/13).

Fighting. Each round: Strike with one card — a ♦ deals double its value (Bombardment), a ♣ its value — or Regroup (play a ♣ to the discard, take any other discard into your satchel; no damage), or Flee (discard one card; a number ♠ vanishes, a face ♠ is reshuffled into the Journey). Damage exactly equal to remaining health is a direct hit: bank Wreckage worth its attack. If it survives, cover its attack with card values and/or Wreckage — or fall.

The Aces. A♥ the Destination (set aside; turn it when the Journey empties: you have arrived). A♠ the Nemesis: 40 health, 20 attack, cannot be fled. A♣ the Reckoning: free action in any fight, halve remaining health, once. A♦ the Revelation: strike for 20 flat; that round's counter −10. A♣/A♦ take no satchel room and count 0 if discarded.

Allies (optional). ♦/♣ faces trigger when played as your Strike: Jacks retrieve one same-suit card from the discard; Queens also reduce that round's counter by 5; Kings may rally — play as any rank 2–10 of their suit (♦ doubled).

Companions (optional). The first ♥ face joins after its refuge-10. Q the Partner: +1 hand limit. K the Witness: see the top Journey card. J the Burden: −1 limit, the group cannot flee; be rid of him via an Adversary (not the Nemesis) — the flee discard plus one further card — or discard 10♣ the Deliverance free at any time. Q/K may be spent as value 10 when covering; a companion who leaves is removed from the game.