Game Mechanics
Camp Actions
Section titled “Camp Actions”Each turn you choose one action from camp:
| Action | What It Does |
|---|---|
| Travel | Move toward the valley exit. Costs food and water. Risk of breakdown and events. |
| Rest | Heal the party, recover morale. Costs supplies but no progress. |
| Hunt | Spend ammo for a chance at food. Better in forests and plains. |
| Repair | Spend a spare part to fix the wagon. Critical for survival. |
Supplies
Section titled “Supplies”Twelve resource types govern your survival, split into consumables and gear:
Core consumables
Section titled “Core consumables”| Resource | Consumed By | Replenished By |
|---|---|---|
| Food | Every turn (2 per person per day, scaled by pace) | Hunting, trading at towns |
| Water | Every turn (extra in desert biomes) | Towns, water-available nodes |
| Meds | Auto-consumed when Healer trait treats illness | Trading, events |
| Ammo | Hunting (1 per attempt) | Trading, events |
| Firewood | 1 per night camp (2 in alpine biomes) | Events, caches |
| Lantern Oil | 1 per night travel action | Events, caches |
| Salt | Prevents food spoilage (checked every 3 days) | Events, trading |
| Cloth | Desperate repairs, trading | Events, caches |
| Resource | Purpose |
|---|---|
| Parts | Wagon repairs (1 per repair action) |
| Tools | Improve repair quality (+10 condition) |
| Rope | Helps with river crossings and rescue events |
| Boots | Worn by rough terrain, repaired with cloth |
Wagon Condition (0-100) degrades from travel and events, restored by repair actions and maintenance windows.
Physics Engine
Section titled “Physics Engine”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
Party Traits
Section titled “Party Traits”Each party member spawns with 1-2 traits that provide passive bonuses:
| Trait | Effect |
|---|---|
| Tough | General resilience |
| Healer | Auto-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 |
| Lucky | General fortune |
| Anxious | Narrative flavor |
| Steady | General resilience |
| Sharp Eye | +10% hunting success chance |
Biomes
Section titled “Biomes”The route passes through five terrain types, each with gameplay effects:
| Biome | Water | Food Spoilage | Sickness Risk | Hunting | Notes |
|---|---|---|---|---|---|
| Plains | Available | Normal | Normal | Good | Balanced terrain |
| Forest | Available | Normal | Normal | Best | Hunting bonus +15% |
| Desert | Scarce | Normal | Normal | Poor | Water consumption 1.5x |
| Swamp | Available | Normal | High | Normal | Sickness chance +4% |
| Alpine | Available | Normal | Normal | Normal | Food consumption 1.2x, firewood 2x |
Twists
Section titled “Twists”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.
Events
Section titled “Events”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.
Real Stakes
Section titled “Real Stakes”Events can wound and kill. A bad choice at a river, a poor camp, a gamble that fails — these can cost a party member their life, not just a slice of morale. Roughly thirty curated events carry bodily danger, and they run through the engine’s health path the same way illness and exposure do.
When a member dies, the death is attributed to its real cause. An event-wound death reads as Injury, not a generic “The trail.” Dysentery, exposure, and the other named causes follow the same rule — the trail ledger records what actually killed someone, so the history of a run reads true.
Escape Valves
Section titled “Escape Valves”Emergency actions available when things get desperate. Each has side effects and a cooldown:
| Valve | Trigger Condition | Effect | Side Effect | Cooldown |
|---|---|---|---|---|
| Hard Ration | Food < 3 per person | Halves food and water consumption for 2 travel steps | -10 morale, -5 health to all members | Shared cooldown |
| Desperate Repair | Wagon < 30% AND no parts | 50% chance: +15 wagon condition (success) or -10 and someone injured (failure) | May consume cloth if available; Mechanic trait adds +20% success | Shared cooldown |
| Abandon Cargo | Wagon < 30% condition | Drops half of non-essential supplies (salt, cloth, rope, boots), +25 wagon condition | -8 morale | Shared cooldown |
| Pace | Distance/Turn | Supply Burn | Breakdown Bonus |
|---|---|---|---|
| Slow | 3 miles | 0.8x | +0% |
| Steady | 5 miles | 1.0x | +1% |
| Hard | 8 miles | 1.3x | +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.
Doctrines and Taboos
Section titled “Doctrines and Taboos”Each run assigns one doctrine and one taboo from the seed. These modify the rules for the entire run.
Doctrines
Section titled “Doctrines”| Doctrine | Consumption | Travel | Repair | Other |
|---|---|---|---|---|
| Travel Light | 0.8x | Normal | Normal | +5% breakdown chance, +10% hunting bonus |
| Careful Hands | Normal | -1 mile/turn | 1.5x repair quality | Maintenance bonus +1 |
| No Debts | Normal | Normal | Normal | Morale floor 20, 0.85x wagon capacity, +15% trade bonus |
Taboos
Section titled “Taboos”- 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.
Maintenance Windows
Section titled “Maintenance Windows”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.
Warning Callouts
Section titled “Warning Callouts”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.
Graded Endings
Section titled “Graded Endings”A run no longer simply wins or loses. It is graded, and the grade is read from the shape of the whole journey — who walked out, how long it took against par, and what the trail took from you along the way. A graded epilogue closes the run in the GM’s voice, the same story told back to you one last time.
There are four endings:
| Ending | What it means |
|---|---|
| Triumphant | A clean escape. The party came through whole, or close to it, without the trail extracting much in return. |
| Weathered | You made it out, but worn down — losses absorbed, time spent, the wagon and the party showing every mile. |
| Pyrrhic | An escape that cost more than it was worth. The valley is behind you, but so is much of what you started with. |
| Lost | The trail won. The party did not reach the exit. |
The grade is not a single number on a scoreboard. It weighs survivors, days against par, and the run’s taboo and uncanny along the way, then narrates the result as a proper epilogue rather than a bare cause-of-death line. Two runs that both “escape” can earn different endings depending on what the escape cost.