Setup
Players must select one (or more) Curse(s) to attempt at the start of the game.
Before play begins, players select a Curse to lift. Each Curse is a self-contained scenario with its own narrative, objectives, and card set. The Curses are designed to be played in a recommended order (see Curse table). Some Curses are marked 'Play along' (Y), meaning they can be combined with another Curse and played simultaneously for added challenge. Curses not marked 'Play along' must be played on their own or as the primary Curse.
Setup
Curses have a recommended play order listed in the rulebook.
The recommended play order for Classic Edition Curses is: 1. The Crystal's Song, 2. The Voracious Goddess, 3. An Offering to the Guardians (play along), 4. The Icy Maze, 5. The Forbidden Sanctuary, 6. The Bloody Hunt (play along), 7. A Prison of Clouds, 8. Veins of the Earth. This order is a suggestion; players may attempt Curses in any order, but narrative and difficulty are designed around this sequence.
Special
'Play along' Curses can be combined with another primary Curse for simultaneous play.
Certain Curses are designated as 'Play along' Curses: An Offering to the Guardians and The Bloody Hunt. These Curses are integrated into a session alongside another primary Curse, adding additional objectives, restrictions, or events on top of the base Curse. They cannot be played as a standalone primary Curse. Players must have the primary Curse set up first, then integrate the Play Along Curse per its instructions.
Resource management
Cards in hand represent both actions and health — losing all cards means death.
A player's hand of cards serves a dual purpose: cards are spent (discarded) to perform actions, and the total number of cards remaining across all players' hands and the draw pile represents the expedition's collective life force. If the draw pile is ever empty and a player must draw a card (or flip a card for an action), the expedition fails — all players are eliminated and must restart from their last save or from the beginning of the Curse.
Turn structure
Actions are resolved by flipping cards from the action deck and counting success symbols.
When a player takes an action (Move, Search, Hunt, Fight, etc.), they first commit any required cards from their hand (as specified by the action). Then they flip a number of cards from the top of the action deck equal to the action's value. Each flipped card may show zero, one, or more success symbols (boots, clover, etc., depending on action type). If the total successes meet or exceed the required threshold, the action succeeds. Flipped cards are placed in a discard pile. The specific success symbols and thresholds vary by action and terrain.
General
The game is fully cooperative — all players share information, items, and a common goal.
All players work together to lift the Curse(s). Players may freely discuss strategy, share item cards between characters on the same terrain card, and coordinate actions. There are no hidden agendas or competing victory conditions among players. All players win or lose together.
Special
The game is saved by discarding all cards in the draw pile into the box (the void).
To save the game between sessions, players discard the entire remaining draw pile into the box (removing it from play temporarily). The positions of all terrain cards, character standees, item cards in hand, and the state of all markers are recorded or preserved. To resume, the saved state is reconstructed and the discarded cards are NOT returned — they are permanently lost. This means saving has a real cost: the expedition's card resources are reduced each time the game is saved.
Setup
Each player selects a unique character with a special ability and starting hand.
The Core Box includes 5 unique characters, each with their own character card detailing a special ability and starting hand composition. Players choose characters before beginning a Curse. Each character has strengths suited to different playstyles (e.g., combat, exploration, crafting). Only one player may play each character in a given session.