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Game Mechanics

Each turn you choose one action from camp:

ActionWhat It Does
TravelMove toward the valley exit. Costs food and water. Risk of breakdown and events.
RestHeal the party, recover morale. Costs supplies but no progress.
HuntSpend ammo for a chance at food. Better in forests and plains.
RepairSpend a spare part to fix the wagon. Critical for survival.

Twelve resource types govern your survival, split into consumables and gear:

ResourceConsumed ByReplenished By
FoodEvery turn (2 per person per day, scaled by pace)Hunting, trading at towns
WaterEvery turn (extra in desert biomes)Towns, water-available nodes
MedsAuto-consumed when Healer trait treats illnessTrading, events
AmmoHunting (1 per attempt)Trading, events
Firewood1 per night camp (2 in alpine biomes)Events, caches
Lantern Oil1 per night travel actionEvents, caches
SaltPrevents food spoilage (checked every 3 days)Events, trading
ClothDesperate repairs, tradingEvents, caches
ResourcePurpose
PartsWagon repairs (1 per repair action)
ToolsImprove repair quality (+10 condition)
RopeHelps with river crossings and rescue events
BootsWorn by rough terrain, repaired with cloth

Wagon Condition (0-100) degrades from travel and events, restored by repair actions and maintenance windows.

The game uses deterministic physics with seeded RNG. Given the same seed and same choices, the outcome is identical every time.

  • Scarcity curve — consumption scales up to 1.12x as you approach the end of the trail (journey pressure)
  • Breakdown probability — scales with wagon condition: well-maintained (>60%) gets 0.3x chance, damaged (<30%) gets 1.8x. Hard pace adds +3% on top
  • Doctrine modifiers — adjust specific rates (consumption, repair quality, travel speed)
  • Night mechanics — traveling at evening/night without lantern oil has a 15% chance of bonus breakdown or injury. Firewood is consumed during evening/night camps

Each party member spawns with 1-2 traits that provide passive bonuses:

TraitEffect
ToughGeneral resilience
HealerAuto-treats sick members using meds (+10 health, cures sickness)
Tracker+15% hunting success chance
Mechanic-8 breakdown damage, +10 repair quality, +20% desperate repair success
LuckyGeneral fortune
AnxiousNarrative flavor
SteadyGeneral resilience
Sharp Eye+10% hunting success chance

The route passes through five terrain types, each with gameplay effects:

BiomeWaterFood SpoilageSickness RiskHuntingNotes
PlainsAvailableNormalNormalGoodBalanced terrain
ForestAvailableNormalNormalBestHunting bonus +15%
DesertScarceNormalNormalPoorWater consumption 1.5x
SwampAvailableNormalHighNormalSickness chance +4%
AlpineAvailableNormalNormalNormalFood consumption 1.2x, firewood 2x

Each run generates 1-2 twist modifiers from the seed that change global conditions:

  • Bandit Year — More hostile events and ambushes
  • Sick Season — Higher baseline sickness rates
  • Flood Year — River crossings are more dangerous
  • Early Winter — Cold weather arrives sooner
  • Good Hunting — Hunting yields are improved

Twists are shown at the start of each run.

80+ events interrupt travel with choices. Each event offers 2-3 options:

  • Cautious — Safer but costs time or supplies
  • Bold — Faster but risks damage or loss
  • Creative — Sometimes available; unconventional approaches with mixed outcomes

Events aren’t random — they’re drawn from a seeded deck and influenced by terrain, party state, and doctrine. The same seed produces the same event sequence.

Emergency actions available when things get desperate. Each has side effects and a cooldown:

ValveTrigger ConditionEffectSide EffectCooldown
Hard RationFood < 3 per personHalves food and water consumption for 2 travel steps-10 morale, -5 health to all membersShared cooldown
Desperate RepairWagon < 30% AND no parts50% chance: +15 wagon condition (success) or -10 and someone injured (failure)May consume cloth if available; Mechanic trait adds +20% successShared cooldown
Abandon CargoWagon < 30% conditionDrops half of non-essential supplies (salt, cloth, rope, boots), +25 wagon condition-8 moraleShared cooldown
PaceDistance/TurnSupply BurnBreakdown Bonus
Slow3 miles0.8x+0%
Steady5 miles1.0x+1%
Hard8 miles1.3x+3%

Steady is the default and usually optimal. Hard pace is for when you’re close to the exit with supplies to burn. Slow pace is for when the wagon is one bump from breaking.

Each run assigns one doctrine and one taboo from the seed. These modify the rules for the entire run.

DoctrineConsumptionTravelRepairOther
Travel Light0.8xNormalNormal+5% breakdown chance, +10% hunting bonus
Careful HandsNormal-1 mile/turn1.5x repair qualityMaintenance bonus +1
No DebtsNormalNormalNormalMorale floor 20, 0.85x wagon capacity, +15% trade bonus
  • Never Night — The party refuses to travel at night
  • Never River — The party refuses to drink river water
  • Leave Nothing — The party leaves nothing behind

Taboos are narrative constraints that the GM incorporates into storytelling.

Resting and repairing in consecutive turns (either order) triggers a maintenance window — a temporary state where breakdown probability drops to 30% of normal. This is the primary tool for keeping your wagon alive through the mid-game.

The game warns you when resources hit critical levels:

  • Verbose mode (default) — Early warnings and cliff-edge alerts
  • Minimal mode — Only cliff-edge warnings (last-moment, critical threats)

Switch with --callouts minimal or --callouts verbose.