Keyboard shortcuts

Press ← or → to navigate between chapters

Press S or / to search in the book

Press ? to show this help

Press Esc to hide this help

Stay in the game

Progress is only useful if the crew can keep going. The main resources affect travel, survival, or your case at the hearing.

Keep the crew moving

Supplies

Food and water share a 20-unit capacity. Travel, weather, care and barter use supplies. Buy provisions, gather outside town, trade or work for food to replenish them.

Health and sanity

Health: Health falls through injury, hunger and hard physical work. Care, recovery days and some encounters restore it. At zero the journey ends.

Sanity: News intake, rushed travel, illness and stressful choices can lower sanity. Quiet news, camp recovery and helpful encounters restore it. A warning appears at 2 or less. The hearing also requires sanity to continue answering questions.

Vehicle condition and cash

Wear and breakdowns can stop travel. A carried matching spare adds a repair option; service and other repairs may cost cash, time, or vehicle condition. Cash also pays for equipment and some solutions at stops.

Build your case

Credibility and allies

Credibility: Credibility rises by listening to locals, documenting events and useful encounter choices. Misleading claims and some shortcuts reduce it. It affects the final hearing.

Allies: Allies are outside supporters, separate from the people in your van. Helpful encounter choices build support; choices that spend or alienate support reduce it. Allies contribute to the final hearing.

Receipts

Receipts are evidence for your D.C. hearing. Earn them from encounter choices showing Receipts +1. Each receipt you keep adds 8 points to your journey score. They decrease only when a choice explicitly spends one. Your character and news diet affect the displayed chance of finding an extra receipt.

Morale

Morale is the crew’s shared spirit. Care, rest, cooperation and successful encounters raise it. Losses, departures, hunger and difficult choices lower it. Morale also contributes to the journey score.

Your crew members have their own conditions. Care for a sick companion before their condition becomes critical; leaving a companion with medics removes them from the van. If your own character cannot continue, the journey ends.

There is no one fixed winning route. Weather, encounters, vehicle trouble, and your choices change what you can afford to do next. Each decision shows its known effects, and the resulting action receipt gives the actual cost.

Next: The D.C. hearing.