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), Recover (slide any discard under the Supply deck), or Cache: hide one card from your satchel at the location, out of use until the journey home. Only one card per location, and your refuge there ends at once, so what you hide cannot be replaced. A ♠ is an Adversary: health = 2× rank index, attack = rank index (J/Q/K = 11/12/13).
Hide. Against any Adversary but the Nemesis, you may Hide instead of Fighting or Fleeing. Reveal the top Supply card: if its rank is lower than the Adversary's (an Ace always is), you slip past and keep it in your satchel — it is your reward, and can later cover an Ambush or counter. No counter this time; then choose again — Hide again, Fight, or Flee. Each further Hide must reveal a card lower than the one before, so the looks get harder, and you can Hide only while below your hand limit. A failed reveal is an Ambush: the Adversary strikes the front at once and the Hide ends, then you Fight or Flee. A kept card stays in hand; a failed reveal is spent to the discard.
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; the Adversary is reshuffled into the Journey). A surviving Adversary's counter strikes every traveller for its full value. 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 you fall.
The Aces. A♥ the Destination (set aside; turn it when the Journey empties: you have arrived). A♠ the Nemesis: 40 health (+10 per traveller beyond the first), 20 attack, cannot be fled or hidden from. 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 as any rank 2–10 of their suit (♦ doubled).
The Return Journey (optional). Arriving is only half of it. Discard the two spendable Aces, shuffle Supply, discard and one Joker into a pack, fill every satchel, then set the pack aside. Walk back through the ♥ you passed, in reverse, with Woking last. Each place asks a toll equal to its rank, per traveller, from one shared purse; overpayment is lost. Pay and score the place; fail and that traveller stops there. Wreckage seeds face-down Ruins: pay half to strip one for salvage. The Joker steals a card at every stop until you shed a face card. Companions travel as before, and Q/K may be spent as a 10.
Companions (optional). One at a time: a ♥ 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 or hide; 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, and anything you cached with them is lost.