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
- 1 Game board (depicting the route and Indian Village)
- 5 Expedition mini-boards (individual player boards with boats)
- 5 Camp tokens (different colours)
- 5 Scout figures (different colours)
- 12 double-sided Boat tiles
- 84 Character cards (30 Starting Characters — 5 crews of 6 — plus 54 numbered Encountered Characters)
- 100 Resource hexagons: 20 Wood, 20 Fur, 15 Food, 15 Equipment, 15 Dugout Canoes, 15 Horses
- 8 Resource Multiplication markers
- 10 Route Change tokens
- 18 Indian figures
- 8 Resource Badge tokens (solo play)
Setup
- Unfold the game board in the centre of the table.
- Place resource hexagons on the appropriate Stocks: 20 Wood, 20 Fur, 15 Food, 15 Equipment, 15 Dugout Canoes, 15 Horses.
- Based on player count, take the appropriate number of Indian figures and place them next to the board.
- Place 8 Resource Multiplication Markers next to the board (used when a stock is depleted — each marker makes a hexagon worth 3).
- Place 1 Indian figure on the Newcomer area.
- Place 12 Boat tiles on the Gulf of Mexico in two stacks of 6.
- Each player chooses a colour and takes 6 Starting Character cards.
- 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).
- Each player takes an Expedition mini-board, places an Indian figure on the fourth Boat.
- Each player takes 1 Fur, 1 Food, and 1 Equipment from Stocks and places them on the first boat.
- Each player places their Camp token at St. Louis and their Scout on the Route starting space.
- 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:
- Play a Character card from hand face-up.
- Provide Strength via: (A) another card placed face-down underneath, (B) 1-3 Indians from your Expedition, or (C) a combination (max total Strength 3).
- Perform the Action a number of times equal to the Strength given.
- Played cards remain in your Playing Area until Camp.
Indian Village Actions:
- Place Indians from your Expedition onto Village action areas.
- Empty circle: place exactly 1 Indian.
- Semicircle: place 1-3 Indians simultaneously (regardless of existing Indians).
- These Indians leave your Expedition permanently.
- Perform the Action once per Indian placed.
Important: You may use only part (or none) of the Strength/benefits.
2. Recruitment (Optional)
- Pay Equipment equal to the Character’s Strength plus Fur equal to their position on the Journal of Encounters.
- You may discard one card from hand to reduce Equipment cost by that card’s Recruitment Discount.
- Add the recruited Character to your hand immediately.
- Slide remaining Journal cards down and draw a new one from the deck to the top position.
- Only one recruitment per turn.
3. Encampment / Camp (Optional)
- Return all Indians from your played Character cards to your Boats.
- Calculate Camp Time: sum of (a) Character cards still in hand + (b) Time costs from Boats (based on resources/Indians stored on them).
- Move your Scout backwards that many spaces.
- Move your Camp token forward to your Scout’s position (Camp never moves backwards).
- 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
- Count resource badges visible in top corner of all cards in your Playing Area AND your left/right neighbours’ Playing Areas.
- Multiply badge count by Strength given to the Action.
- Take up to that many resources from the Stock.
- Cannot discard previously held resources unless Boats are already full.
Scout Movement (Commander / Mountain Cards)
- River spaces: 1 Dugout Canoe per space (or 2 Indians per space without canoes).
- Mountain spaces: 1 Horse per space (or 2 Indians per space without horses).
- Canoes and Horses are consumed (returned to Stock) when used for movement.
- Indians used for movement go back to the Stock.
- A Scout cannot stop on a space occupied by another Scout (must continue or stop before).
- A Scout CAN pass through occupied spaces.
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
- Boat Time Costs:
- First boat: holds up to 3 resources, costs 1 Time if it contains at least 1 resource.
- Second boat: holds up to 5 resources, costs 1 Time per resource.
- Third boat: holds unlimited Indians, costs 1 Time per Indian present.
- Fourth boat: holds 1 Indian, costs 0 Time.
- Additional boats (from Boat tiles): hold up to 3 resources, cost 0 Time.
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Resource Multiplication: If a Stock is depleted, take a Multiplication Marker — it makes one hexagon worth 3 of that resource.
-
Reorganization: You may reorganize resources and Indians on your Boats at any time.
-
Cards in hand slow you down: Each unplayed card in your hand during Encampment costs 1 Time.
-
Route Change Tokens (Variant): Provide alternative routes and obstacles for experienced players.
-
Solo Variant: Uses Resource Badge tokens and modified rules (see rulebook page 15).
- 5-player game: Recommended only for experienced players.
Player Reference
Turn Summary:
- Action (mandatory): Play a Character card or use a Village action
- Recruit (optional): Pay Equipment + Fur for a new Character
- Camp (optional): Retrieve cards, move Scout back by Time cost, advance Camp
Strength Sources:
- Face-down Character card (Strength 1-3)
- Indian figures (Strength 1 each)
- Combination (max 3 total)
Movement Costs:
| Terrain | With Transport | Without Transport |
|———|—————|——————-|
| River | 1 Canoe/space | 2 Indians/space |
| Mountain | 1 Horse/space | 2 Indians/space |
Camp Time Calculation:
- +1 per card in hand
- +Time costs from Boats (varies by boat type and contents)