Lewis & Clark: The Expedition

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Lewis & Clark is a race game driven by resource and hand management. Players each lead an expedition to cross the North American continent from St. Louis to the Pacific Ocean (Fort Clatsop). You manage resources, your Corps of Discovery, and Indians met along the journey. The first player to bring their Camp token on or beyond Fort Clatsop wins immediately.

Components

Setup

  1. Unfold the game board in the centre of the table.
  2. Place resource hexagons on the appropriate Stocks: 20 Wood, 20 Fur, 15 Food, 15 Equipment, 15 Dugout Canoes, 15 Horses.
  3. Based on player count, take the appropriate number of Indian figures and place them next to the board.
  4. Place 8 Resource Multiplication Markers next to the board (used when a stock is depleted — each marker makes a hexagon worth 3).
  5. Place 1 Indian figure on the Newcomer area.
  6. Place 12 Boat tiles on the Gulf of Mexico in two stacks of 6.
  7. Each player chooses a colour and takes 6 Starting Character cards.
  8. Shuffle 54 Encountered Character cards, place face down on the Journal of Encounters. Draw 5 and arrange by Strength (lowest at bottom, highest at top).
  9. Each player takes an Expedition mini-board, places an Indian figure on the fourth Boat.
  10. Each player takes 1 Fur, 1 Food, and 1 Equipment from Stocks and places them on the first boat.
  11. Each player places their Camp token at St. Louis and their Scout on the Route starting space.
  12. Randomly choose the starting player.

Variant Setup: Take 4 primary resources of each kind, randomly give 3 to each player.

Turn Structure

On your turn you must perform one compulsory Action. In addition, you may optionally Recruit a new Character and/or set up Camp (each can be done before or after the Action, but never simultaneously).

1. Action (Compulsory)

Two types: Character Card Actions or Indian Village Actions.

Every Action requires Strength (1-3) to activate. Strength is provided by Indian figures (1 each) and/or a face-down Character card from your hand.

Character Card Actions:

Indian Village Actions:

Important: You may use only part (or none) of the Strength/benefits.

2. Recruitment (Optional)

3. Encampment / Camp (Optional)

  1. Return all Indians from your played Character cards to your Boats.
  2. Calculate Camp Time: sum of (a) Character cards still in hand + (b) Time costs from Boats (based on resources/Indians stored on them).
  3. Move your Scout backwards that many spaces.
  4. Move your Camp token forward to your Scout’s position (Camp never moves backwards).
  5. Take all played cards back into your hand.

If Scout must move back more than 5 spaces below St. Louis, it stops on the first river space.

If you cannot perform any Action at the start of your turn, you must Camp first before taking your Action.

Actions

Starting Character Actions

Character Action
Lumberjack Collect Wood — count Wood badges in your and neighbours’ Playing Areas, multiply by Strength
Hunter Collect Food — same badge-counting mechanism
Blacksmith Collect Equipment — same badge-counting mechanism
Fur Trader Collect Fur — same badge-counting mechanism
Interpreter Gather all Indians from Village to Powwow area; take as many as desired onto your Boats; discard bottom Journal card, draw new one to top; place 1 Indian from Stock to Newcomer area. Repeat for each Strength point.
Commander Move your Scout forward on the Route

Resource Collection Details

Scout Movement (Commander / Mountain Cards)

Village Actions

Action Effect
Logging Take 1 Wood per Indian
Hunting Take 1 Food per Indian
Fur Trading Take 1 Fur per Indian
Smithing Take 1 Equipment per Indian
Canoe Manufacturing Pay 1 Wood to get 1 Dugout Canoe per Indian
Horse Trading Pay 1 Fur and 1 Food to get 1 Horse per Indian

Scoring / Victory Conditions

The game ends immediately when a player moves their Camp token to or beyond Fort Clatsop. That player wins.

There is no point scoring — it is purely a race. The first expedition to reach the Pacific wins.

Special Rules & Edge Cases

Player Reference

Turn Summary:

  1. Action (mandatory): Play a Character card or use a Village action
  2. Recruit (optional): Pay Equipment + Fur for a new Character
  3. Camp (optional): Retrieve cards, move Scout back by Time cost, advance Camp

Strength Sources:

Movement Costs: | Terrain | With Transport | Without Transport | |———|—————|——————-| | River | 1 Canoe/space | 2 Indians/space | | Mountain | 1 Horse/space | 2 Indians/space |

Camp Time Calculation: