Expedition: The Roleplaying Card GameThe adventurer's guide to printing
Before you begin: Many printers (especiallyconsumer printers) don't handle front-back alignmentwell. You may end up with up to a 1/8" offset betweenthe front and back of cards. If you think this will bugyou, you can buy a professionally printed full-color copyat ExpeditionGame.com/store for just $30.
I. Download this PDF and take it to your local print shop.
II. Have it printed on heavy white cardstock (ideally 80-pound or heavier).
III. Make sure to print double-sided, and to set to documentto 100% zoom.
IV. Cut the cards using a paper cutter. The more precise youare, the easier they'll be to handle later.
V. Secure your cards with a box or rubber band.
VI. Accessories: You'll need at least a dozen tracking clips(such as paper clips) and a d20 die.
VII. Rules: All of the rules are in the app! Get it for web,Android and iOS at ExpeditionGame.com/app
VIII. That's all it takes - now prepare to adventure!
Save paper by printing pages 3+.
Terms of Use
We hope you enjoy your adventures!
Expedition is free to use under the Creative Commons BY-NC-SA 4.0 license. You can read more aboutthe license at http://creativecommons.org/licenses/by-nc-sa/4.0/.
These are the terms of the copyright:
Attribution: You must give appropriate credit, provide a link to the license, and indicate if changeswere made. You may do so in any reasonable manner, but not in any way that suggests the licensorendorses you or your use.
NonCommercial: You may not use the material for commercial purposes.
ShareAlike: If you remix, transform, or build upon the material, you must distribute yourcontributions under the same license as the original.
You must also comply with the Laws of Man and Nature. Do not use any form of this game for nefariouspurposes like libel, slander, copyright infringement or harassment. If you break the law and get introuble for it, Expedition is free of all liability.
Inspiring Line
≥ 8 2 Adventurers
Success: Gain 1 persona.
≥ 20: Gain 1 extra persona.
≤ 1: The targets lose 1persona.
Reason
≥ 7 1 Adventurer
Success: Gain 2 persona.
≥ 20: Gain 2 extra persona.
≤ 1: The target loses 2persona.
Command
≥ 6 All adventurers
Success: All other adventurersat or above Base persona gain +3
to their first roll this round.
≥ 20: Double the roll boost.
≤ 1: The target loses 2persona.
Grim Bet
≥ 7 1
Success: Deal 5 damage, thenlose 4 persona.
≥ 20: Deal double damage.
< 7: Set your persona to Min.
Dire Prediction
≥ 8 1
Success: Deal 2 damage forevery persona level you are below
Max, then lose 1 persona.
≥ 20: Deal double damage.
≤ 1: You lose 2 persona.
Cutting Wit
≥ 8 1
Success: Deal 4 damage, thenlose 1 persona.
≥ 20: Adventurers lose nopersona this round.
≤ 1: You lose 2 persona.
Scavenge
≥ 6 Self
Success: Lose 1 persona, thendraw one tier 1 loot.
≥ 20: Draw one extratier 1 loot.
≤ 1: Lose 2 persona.
Bolster
≥ 6 Self
Success: Lose no persona thisround. Gain 1 health.
≥ 20: Also gain 1 persona.
≤ 1: Lose 2 persona.
You deliver a timely, uplifting quote. Rationality can soothe the soul. You shout guidance to your allies.
It's the only option.The darker the deed, the harder the fall.
Your insult cuts like a double-edged sword.
You use the environment to your advantage. You brace against the fear.
Influence
Ability
Influence
Ability
Influence
Ability
Influence
Ability
Influence
Ability
Influence
Ability
Influence
Ability
Influence
Ability
Declare Target
≥ 8 1
Success: Gain 1 persona.Adventurers that damage the
target this round also gain1 persona.
≥ 20: Gain 1 extra persona.
≤ 1: The target takes -2damage this round.
Bastion of Will
≥ 9 Self
Success: You lose 1 lesspersona from all enemies and
abilities this round. All personadecreases are redirected to you
this round.
≥ 20: Do not lose persona.
≤ 1: Lose 2 persona.
Lend a Hand
≥ 8 1
Success: Deal 1 damage. Yougain 1 persona.
≥ 20: Deal 3 extra damage.
≤ 1: You lose 2 persona.
Let Go
≥ 5 Self
Success: Discard 1 loot. Gainpersona and health equal to the
loot's tier.
≥ 20: An ally may pick upyour discarded loot.
≤ 1: Discard 1 random loot.
Reprimand
≥ 6 1 Adventurer
Success: The target loses 1persona and gains +2 to their first
roll and damage this round.
≥ 20: Double roll anddamage bonuses.
≤ 1: The target deals -2damage this round.
Empower
≥ 6 1 Adventurer
Success: You lose 1 persona.The target gains 2 persona.
≥ 20: Do not lose persona.
≤ 1: You lose 2 persona.
Calm
≥ 6 All adventurers
Success: Adventurers belowBase persona gain 1 persona.
≥ 20: Gain 1 extra persona.
≤ 1: Adventurers lose1 persona.
Final Call
≥ 7 All adventurers
Success: Adventurers at orbelow Base persona deal +2
damage from abilities this round.
≥ 20: Adventurers gain1 persona.
≤ 1: Adventurers lose1 persona.
Tactical Plan
≥ 9 Self
Success: Gain 1 persona. Gain1 additional persona for eachenemy that takes damage this
round.
≥ 20: Gain health equal to theamount of persona gained.
≤ 1: Take 1 damage for eachenemy above 0 health.
You coordinate an inspiring attack.You stand strong against the fear and
take one for the team.You lend a hand where the battle
is worst.
You let go of attachment to material things.
Harsh criticism can be a powerful motivator. You put another's sanity first.
Your words bring everyone towards peace.
Desperate times call for desperate measures. Your plan's success brings confidence.
Influence
Ability
Influence
Ability
Influence
Ability
Influence
Ability
Influence
Ability
Influence
Ability
Influence
Ability
Influence
Ability
Influence
Ability
Disengage
≥ 7 1 Adventurer
Success: Return to Basepersona. If the target was at Minpersona last round, do not suffer
its effects.
≥ 20: You also take nodamage this round.
≤ 1: Take 3 damage.
Conscript
≥ 7 1
Success: The target takes yourdamage this round (after
reductions). You gain 1 persona.
≥ 20: Gain 1 extra persona.
≤ 1: You take double damagethis round.
Cautionary Tale
≥ 8 All adventurers
Success: Adventurers thatwould end the round at Min
persona gain 1 persona.
≥ 20: Gain 1 extra persona.
≤ 1: Adventurers that end theround at Min persona take1 damage.
Th
e Ind
epend
ent H
istor
ian
Star
ting
Abilities:
4 Melee
2 Influence
01
23
45
67
89
1011
12Solving m
ysteries with a bullw
hip and a fedora.
Th
e Wizen
ed A
ntiq
uary
Star
ting
Abilities:
4 Music
2 Influence
01
23
45
67
89
1011
12K
nowledgeable of the ancient and antique.
Th
e Frau
d P
sych
iatrist
Star
ting
Abilities:
4 Magic
2 Influence
01
23
45
67
89
1011
12
A fraud...or perhaps a Freud? M
ust have been a slip of the tongue.
Th
e Dec
eptive Gam
bler
Star
ting
Abilities:
4 Ranged
2 Influence
01
23
45
67
89
1011
12C
an they ever be trusted?
Ac
oly
te 7
Tier I Horror
+1 damage from
Sur
ge:
All adventurers
below B
asepersona take1 dam
age.
6543210The acolyte chants ceaselessly in an elder tongue.
Dar
k Yo
un
g 7
Tier I Horror
Sur
ge:
All adventurers
roll. ≤ 8:Lose 1 persona.
6543210M
any-hooved and tentacled offspring of anElder G
od.
Time to clear your mind.You "volunteer" the target to clean up
your mistakes.You warn your allies of dangers
unknown and unseen.
Influence
Ability
Influence
Ability
Influence
Ability
Adv
entu
rer
Adv
entu
rer
Adv
entu
rer
Adv
entu
rer
Hor
ror
1011
1213
1415
1617
1819
20
I
30 29 28 27 26 25 24 23 22 21
0 1 2 3 4 5 6 7 8 9
Hor
ror
1011
1213
1415
1617
1819
20
I
30 29 28 27 26 25 24 23 22 21
0 1 2 3 4 5 6 7 8 9
Nig
htg
aun
t 6
Tier I Horror
Sur
ge: A
lladventurers w
iththe m
ost personalose 1 persona.
543210
Faceless, soundless, flyer in the night.
Sho
gg
oth
11
Tier II Horror
Sur
ge:
All adventurers
at or below B
asepersona take1 dam
age.
01
1098765432
Faintly self-luminous, its m
yriad of temporary
eyes horrifically form and unform
.
Dh
ole
10
Tier II Horror
Sur
ge:
All adventurers
roll. ≤ 13:Lose 1 persona.
9876543210A slim
y, worm
-like creature that spits thickm
ucous. You do not see its other end.
Mo
on
-Bea
st 10
Tier II Horror
Sur
ge: A
lladventurers w
iththe least personaroll. Low
est rollskips their turn.
9876543210Toadlike and tentacle-faced, infam
ous forabducting and slaving.
Tin
dalo
s Ho
un
d 18
Tier III Horror
Sur
ge:
All adventurers
roll. ≤ 15:Lose 1 persona.
01
23
45
67
8
17161514131211109
Seed of a monstrous deed. They drip blue ichor
and emerge from
dark angles.
Sou
l Eater 14
Tier III Horror
Sur
ge:
All adventurers
choose to loseeither 1 personaor 3 health.
01
23
4
1312111098765
Gaping m
ouths and taloned, beckoning tendrils. O
ddlyenrapturing. You stagger closer...
Deep O
ne
21
Tier IV H
orror-1 dam
age from
Sur
ge:
All adventurers
lose 1 persona.
01
23
45
67
89
1011
201918171615141312
Fish-headed humanoid w
ith a horrible, croaking voice and m
oving with an odd, hopping m
otion.
Cth
ulh
i 26
Tier V H
orror-2 dam
age from
Sur
ge:
All adventurers
below 10 health
lose 2 persona.
45
67
89
1011
1213
1415
16
252423222120191817
0123A low
ly spawn of the m
ighty Cthulhu.
Bandage
Tier I LootSingle use
Use anytime1 adventurer gains
2 health and 1 persona.
Wounds healed and confidence restored.
Hor
ror
1011
1213
1415
1617
1819
20
I
30 29 28 27 26 25 24 23 22 21
0 1 2 3 4 5 6 7 8 9
Hor
ror
1011
1213
1415
1617
1819
20
II
30 29 28 27 26 25 24 23 22 21
0 1 2 3 4 5 6 7 8 9
Hor
ror
1011
1213
1415
1617
1819
20
II
30 29 28 27 26 25 24 23 22 21
0 1 2 3 4 5 6 7 8 9
Hor
ror
1011
1213
1415
1617
1819
20
II
30 29 28 27 26 25 24 23 22 21
0 1 2 3 4 5 6 7 8 9
Hor
ror
1011
1213
1415
1617
1819
20
III
30 29 28 27 26 25 24 23 22 21
0 1 2 3 4 5 6 7 8 9
Hor
ror
1011
1213
1415
1617
1819
20
III
30 29 28 27 26 25 24 23 22 21
0 1 2 3 4 5 6 7 8 9
Hor
ror
1011
1213
1415
1617
1819
20
IV
30 29 28 27 26 25 24 23 22 21
0 1 2 3 4 5 6 7 8 9
Hor
ror
1011
1213
1415
1617
1819
20
V
30 29 28 27 26 25 24 23 22 21
0 1 2 3 4 5 6 7 8 9
Loot
I
Snuffbox
Tier I LootSingle use
Use anytime2 adventurers gain 1 persona.
Holy Water
Tier II LootSingle use
Use anytime1 adventurer gains 3 persona.
Elder Sign
Tier III LootSingle use
Use anytimeAdventurers do not lose health or
persona due to enemies andabilities this round.
Max
co
nfid
ent: Play the top ability from
your ability deck as though = 20.
△ --
Base
ar
ro
ga
nt (Type: D
ark)
▽ --
Min
temper
am
enta
l: Take 2 damage for
every failed party ability this round (max
6).
Max
un
tro
ubled
: All adventurers' failed
abilities count as successes this round.△ -
-
Base
un
awa
re (Type: D
ark)
▽ --
Min
obliv
iou
s: You do not benefit fromothers' abilities and loot this round.
Max
leisur
ely: R
egain 6 health.
△ --
Base
lazy (Type: D
ark)
▽ --
Min
spineless: If you take dam
age this round,-10 to your next roll.
Max
am
bitiou
s: You may play up to 3
abilities this round.△ -
-
Base
gr
eedy (Type: D
ark)
▽ --
Min
explo
itative: You m
ust use anotheradventurer's loot if possible.
Max
theatr
ica
l: Increase three adventurers'personas by 1.
△ --
Base
tra
gic
(Type: Dark)
▽ --
Min
melo
dr
am
atic: R
educe two
adventurers' personas by 1.
Max
cau
tiou
s: Enemies deal 3 less dam
agethis round.
△ --
Base
par
an
oid
(Type: Dark)
▽ --
Min
super
stitiou
s: If your first roll thisround is an odd num
ber, skip your turn.
The strong tobacco smell liftsyour spirits. A blessing in a bottle.
A glyph of protection againstancient horrors.
Max
co
ur
ag
eou
s: +2 to all of your damage
and rolls this round.△ -
-
Base
optim
istic (Type: Light)
▽ --
Min
ov
erc
on
fiden
t: All your ability rolls
this round must be ≥ 15 to succeed.
Max
co
mplim
enta
ry
: One other adventurer
regains full health.△ -
-
Base
ena
mo
red
(Type: Light)
▽ --
Min
infatu
ated: The highest-tier enem
yregains 4 health.
Max
prec
ise: Change any one roll this round
to = 20.
△ --
Base
log
ica
l (Type: Light)
▽ --
Min
peda
ntic
: If your next roll is ≤ 8, changeit to
= 1.
Max
bo
istero
us: +5 to tw
o targets' next rolls.
△ --
Base
lively (Type: Light)
▽ --
Min
un
ru
ly: A
ny damage dealt by you this
round is also dealt back to you (max 3).
Max
vir
tuo
us: Increase one other
adventurer's persona by 3.△ -
-
Base
inn
oc
ent (Type: Light)
▽ --
Min
gu
llible: Your abilities and loot deal 3less dam
age to enemies this round.
Max
ch
ar
ismatic
: Rem
ove a tier 1 enemy
from com
bat.△ -
-
Base
dig
nified
(Type: Light)
▽ --
Min
pom
pou
s: Take double damage from
enemies this round.
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