Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
This is a one page, ultra-portable, black and white solitaire game. You assume the role of a small party of conquistadors trying to reach the Atlantic Ocean after a failed expedition deep in the New World.
Core mechanisms
Key systems that shape the decisions players make.
Line Drawing
Draw lines to connect, divide, trace, or claim parts of the play area.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Push Your Luck
Choose whether to secure current gains or risk them for a larger reward.
Paper-and-Pencil
Record choices and results directly on a personal sheet.
Hexagon Grid
Use a hexagonal map where each space connects evenly in six directions.
Read the full game description
This is a one page, ultra-portable, black and white solitaire game. You assume the role of a small party of conquistadors trying to reach the Atlantic Ocean after a failed expedition deep in the New World. This game is limited to 42 turns and each turn consists of phases such as Map Making, Exploring, and Hunting where a handful of dice are allocated in a press-your-luck fashion. For those that enjoy role-playing, there is also an optional Journaling phase where you try to tell a story about what happened on your turn. Can you reach the Atlantic Ocean before time runs out or before you lose all of your Conquistadors? THEME Your commander and entire company was killed after being ambushed in these mountains. The next morning, only six of you survive. Now you have to make it down the mountain and to the coastline where you can signal for help. The way is dangerous though; you’re short food and muskets. The natives will likely want you dead as offer any help.