Journey – Rules

By Mike Berg • Art by Walter Licínio
1 player • 18 cards • 20 minutes • Age 14+
V3.1

A thousand year storm has torn your village apart. Three sacred, healing relics have been sundered and scattered. You are the only one with the wisdom to discern the path through this wide, perilous land to retrieve them and save that which remains.
Plan the best path to navigate a variety of locations, each with their own challenges. The goal is to collect the skills and wisdom needed to overcome these dangers, while seeking out the lost relics:

Anatomy of a Card

Each card has a day side and a night side.

Setup

  1. Place the energy tracker card to one side. Use three cubes, coins, or whatever you have nearby to track energy. Place them on the “3” spaces. For a hard game, place them on the “2” spaces.
  2. Shuffle the remaining cards. Draw a card and place it day-side up to the left of the play area. This is your current location.
  3. Deal two cards day-side-up into a column to the right of the current location. This is your decision path.
  4. Deal four cards into two columns to the right of the decision path; deal the first column day-side-up and the second column night-side up. This is your future path.
  5. Place the draw pile to the right, keeping the “day” side up. Leave space for a discard pile below the draw pile.
  6. Draw two cards into your hand and note the text at the bottom; these are your starting abilities.

Turn Sequence

  1. Decide. Choose which card in the decision path to travel to.
    a. If the destination is a lower number than your current location, look at the bottom-right of the card. If the destination is a higher number than your current location, look at the top-left. If there is a challenge icon there, you must match it with an equal amount of energy (see “2. Challenge”).

    b. Take the current location card into your hand. You may only have three cards in your hand; discard a card if necessary. The energy icon in the attached white banner is the energy that will be “rewarded” to you for completing the challenge; adjust your energy tracker card accordingly. You may not have more than six of any one type of energy. If the reward for the challenge is a piece of a relic, place it on the table in front of you instead of in your hand; you may not use the ability text on these cards.
    c. Slide the chosen location card from the decision path column into the current location column. If the reward is a relic, tilt the card a bit, to help you remember that the card will not go into your hand Take the remaining card in the decision path column and put it on the discard pile.
  2. Challenge. On the energy tracker card, decrease the amount of energy you have of the colour matching the challenge. If you do not have enough, you must discard one card from your hand for each point of energy you are missing. Black challenges can be solved using any combination of any colour of energy.
    Note: If you have collected both halves of a relic, all challenges of that colour are -1.
  3. Look ahead. Slide the cards in the future path to the left; draw two new cards to place in the rightmost column of the future path – note the day/night cycle, below. If the draw pile is empty, shuffle the discard pile to replace it.

The day/night cycle: After traveling to two locations, day switches to night, and after two more, night switches to day; if the current location and the decision path are both the same, deal the opposite to the future path:

Card Abilities

You may discard a card from your hand at any time to use its ability.

Goal

Collect all three completed relics to win.

The game ends when you can no longer pay the energy cost for a challenge. Each collected pair of relics is worth three points. A single unmatched piece is worth one point.