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OBJECTIVE In The Oregon Trail: Journey to Willamette Valley, you play as a pioneer leading your family across the United States in 1848. Your goal is to complete the perilous journey while keeping as much money as possible to start your new life. You can earn money by keeping your family healthy, gathering supplies, and even picking up hitchhikers along the way. For the family members that don t make it, the grief cuts into your total fortune as funerals are to be arranged. Good luck! COMPONENTS 1 Game Board 48 Trail Tiles 32 Coins 1 Die 97 CARDS 25 Hunting 56 Calamities 8 Wagon Upgrades 8 Market Prices 72 SMALL SUPPLY 20 LARGE SUPPLY CUBES CUBES 12 Pistols 4 Shotguns 10 Compasses 6 Wagon Parts 10 Medicine 6 Winter Clothes 40 Meat 4 Hitchhikers PLAYER PIECES 4 Player Wagons 4 Player Mats 16 Family Members (4 x Purple, Yellow, Red, Blue) SETUP BOARD SETUP E F D B A C A) INDEPENDENCE, MO This is the start of the journey. All wagons start here. B) WILLAMETTE VALLEY This is the end of the journey. A wagon reaching Willamette Valley signals the end of the game. C) Supplies and Coins Place the small supplies, large supplies, hitchhikers and coins next to Willamette Valley. D) Cards Shuffle the hunting, calamity, and market price cards separately, and place each stack next to the board with the wagon upgrades split by type face-up. Flip the top market price card face-up. E) Trail Tiles Shuffle the trail tiles and place them next to the board. Draw random trail tiles equal to the number of players, then place them in the first column next to Independence, MO. F) Wagons Each player chooses a colored wagon and places it in Independence, MO. 1

PLAYER MAT SETUP Each player takes the player mat and four family members matching their wagon color. C E G A B H D F A) Family Members Place four family members in wagon storage with the number 5 face-up to represent full health. B) Meat Place two meat in wagon storage. C) Pistol Place one pistol on the grey square. It does not count toward your supplies. D) Money Take $300 in coins. E) Tiles Draw 2 trail tiles and keep them face-down. F) Hunting Targets These numbers are used as hunting targets. G) Driver This square represents your driver and will remain uncovered during the game. H) Storage Squares Holds supplies, family members, and hitchhikers. One square holds either 1 large supply or 4 small supplies. GAMEPLAY Every round is a week of travel in The Oregon Trail: Journey to Willamette Valley. Each player takes one turn each round. Rounds continue until one of the two end conditions are met (See End of the Game ). Once an end condition has been met, players finish out the round so everyone has the same number of turns before scoring. THE PLAYER THAT LIVES FURTHEST FROM THEIR BIRTHPLACE GOES FIRST. A player s turn consists of these steps, in order: Start of Turn: 1) DISCOVER THE TRAIL (pg. 3) 2) DRAW A CALAMITY CARD (pg. 4) Actions: 3) TAKE 3 ACTIONS (pg. 4) End of Turn: 4) DRAW A NEW MARKET PRICE CARD (pg. 8) 5) RESOLVE CALAMITY CARD (pg. 8) 6) FEED YOUR FAMILY MEMBERS (pg. 8) 2

START OF TURN 1. DISCOVER THE TRAIL At the start of a player s turn, they discover the trail by playing at least one trail tile from their hand. When the player has placed all of the tiles they wish to play, they draw tiles back up to the number of oxen they own. Players always have at least two oxen, as shown on the player mat. Column Row Trail tiles are placed in four rows and go across twelve columns on the trail to Willamette Valley. To start a new column closer to Willamette Valley, the previous column must already have tiles in at least two of its rows. When players play trail tiles, they must be placed alongside another trail tile on the board. Roads on tiles do not need to connect, but will make for faster travel if placed in that way. When a fort tile or town tile is played, immediately populate it with the supply cubes that match the colored squares shown on the tile. Those supplies on the trail tile are available to buy and hitchhikers able to be picked up. (pg. 6) TYPES OF TRAIL TILES FORTS TOWNS RIVERS HUNTING WINTER FORT If starting at a fort tile, do not draw a calamity. Buy small supplies and wagon upgrades as an action. TOWN Buy or sell supplies, or pick up hitchhikers as an action. RIVERS To move, choose to risk the river or to cross it safely by rolling dice. HUNTING TILES Tree icon must be present to use hunt actions. WINTER TILES If the player doesn t own winter clothes, each family member loses one point of health and any hitchhikers die immediately. 3

2. DRAW A CALAMITY CARD The player draws a calamity from the calamity deck. Calamities are mostly negative events that happen along the trail. If the player starts their turn with their wagon on a fort tile or Independence, MO, they do not draw a calamity. Unless the card says otherwise, the player has until the end of their turn to avoid that calamity before it resolves. Calamities, unless unavoidable, tell the player how to avoid it. (pg. 7) 3. TAKE 3 ACTIONS After playing trail tiles and drawing a calamity card, the player can take up to 3 of the following ACTIONS: MOVE (pg. 4) HUNT (pg. 5) BUY (pg. 6) PICK UP HITCHHIKERS (pg. 8) SELL (pg. 8) In addition, there are a number of FREE ACTIONS that the player can take at any time during the action phase of their turn and that do not count against the 3. Cross a River (pg. 5) Trade (pg. 7) Avoid a Calamity (pg. 7) Throw out Supplies (pg. 8) Use Medicine (pg. 7) MOVE Players can move their wagons in any direction to tiles that share a side with the tile they are currently on. Players can move backwards, toward Independence, MO, but may only do so once per turn. Wagons can move through, and can end their turn on, trail tiles with other wagons already on them. MOVE ALONG A ROAD A B A player can move from A to B using only a single MOVE action. A player can move their wagon across multiple trail tiles for the cost of one action if they follow a connecting road. 4

CROSS A RIVER Rivers run diagonally across river tiles. If a player is moving along a road and it is broken by the river, their movement stops. When a player s movement requires for them to go across a river, they can cross the river safely or risk the river. If a player chooses to cross the river safely, any leftover actions on their turn are lost. They start their next turn on the river tile, with their wagon on the far side of the river. If the player chooses to risk the river, they roll the die. If the number shown on the die is equal to or greater than the number on the river tile, they cross the river safely. If the number on the die is less than the number on the river tile, the player s family members are drowning. Every number less than the number on the river tile counts as damage, and the player must distribute the loss of health among their family members and hitchhikers as they wish. Remember: Any hitchhiker who takes damage dies immediately. WINTER TILES Every time a player s wagon moves onto a winter tile, if the player s wagon storage does not have winter clothes, all family members and hitchhikers in the wagon freeze, and all lose one health point immediately. This occurs even if a wagon is just passing through a winter tile by using a road. A wagon only needs one winter clothes in the supply to protect all of the family members and hitchhikers in their wagon. HUNT If a player s wagon is on a hunting tile, they can hunt meat for one action. Another player draws a hunting card and holds it without showing the card to the hunting player or describing anything about the card. 1 Hunting cards are broken down as follows: Card Quantity Target Animal Meat 1x 4x 7x 8x 3x 2x 1 2 3 4 5 6 Bear Deer Rabbit Squirrel Elk Bison 6 Meat 3 Meat 2 Meat 1 Meat 4 Meat 5 Meat 4 Target BEAR Meat SQUIRREL Animal When hunting, the player guesses what number appears in the top right corner of the hunting card. The hunting player guesses the target number by putting their pistols and shotguns on the numbers and targets located on the bottom of their player mat. 5

Pistols are placed only on the numbers. Shotguns are placed on the target symbols that are between two numbers. A shotgun counts as guessing both of the numbers it is between. If the hunting player guesses the target number successfully, they are awarded the meat shown on that card and the card is discarded. If the player does not guess the target number correctly, they can try again for one action. If the player no longer wants to hunt or has no more actions, the hunting card is discarded. Players are allowed to use as many pistols or shotguns as they would like. When they are done hunting, they will return all of their pistols and shotguns to their wagon storage. USE A COMPASS The hunting player can choose to discard a compass to aim before hunting. The compass allows the player to see the front of the hunting card before placing their pistols and/or shotguns. BUY There are two types of supplies: small supplies and large supplies. One space of wagon storage can hold either four small supplies or one large supply. Players can buy any number of supplies at Forts and Towns as one action. Players can also buy wagon upgrades at Forts as one action. SMALL SUPPLIES BUY AT FORTS FOR $100 MEAT Populates on red squares. Feeds all of a player s family members at the end of a player s turn. (pg. 8) PISTOL Populates on silver squares. Shoots during hunting action. (pg. 5) COMPASS Populates on yellow squares. Aims during hunting action. (pg. 6) 6 MEDICINE Populates on purple squares. Heals a family member for 1 health point. (pg. 7)

WAGON UPGRADES BUY AT FORT TILES FOR $200 WAGON EXTENSION Adds 4 additional WAGON EXTENSION storage squares to a player s wagon for family members, hitchhikers, or supplies. Players can only have one wagon extension attached to their wagon. +4 Storage. When a calamity resolves and causes a player to lose their wagon extension, they immediately discard any extra supplies that can not fit in their wagon. Only one wagon extension permitted. ADDITIONAL OX Increases oxen count by 1, allowing players ADDITIONAL OX to draw and play 1 additional trail tile. A player can only have one additional ox leading their wagon, and are only able to +1 Tile. play a max of three trail tiles. (pg. 3) If a calamity resolves and causes a player to lose their additional ox, they immediately discard a trail tile back to the pile, returning to their original tile limit. Only one additional ox permitted. LARGE SUPPLIES BUY AT TOWNS FOR $200 SHOTGUN Populates on silver squares. Hits two adjacent target numbers during hunting action. (pg. 5) WINTER CLOTHES Populates on white squares. Protects family members and hitchhikers on winter tiles from losing health. (pg. 5) SPARE PARTS Populates on brown squares. Repairs wagon to avoid calamities. (pg. 7) TRADING Players can trade supplies on their turn if they are next to or on the trail tile with the wagon they are trading with for a free action. Players cannot trade money, wagon upgrades, hitchhikers, or family members. AVOID A CALAMITY If a calamity is avoidable, the card describes how to avoid it. If a card requires supplies to avoid it, a player can use a free action to consume these supplies and discard the calamity from play. There are some calamities that are unavoidable. If a calamity is unavoidable, it resolves at the end of a player s turn. USE MEDICINE Players may use medicine as a free action when taking actions. Consuming medicine heals one family member one health point. A player cannot use medicine on dead family members to create pioneer zombies. 7

THROW OUT SUPPLIES Supplies are heavy and take up space. Any amount of supplies can be tossed out of wagon storage at any time during a player s turn for a free action. When supplies are tossed out of wagon storage, those supplies are removed from the game. PICK UP HITCHHIKERS Players can pick up hitchhikers for one action. Hitchhikers like to occasionally hang out on the orange squares on town tiles, looking for safe passage to Willamette Valley. Hitchhikers only have one health point, but they do not need to be fed at the end of a player s turn. At the end of the game, a hitchhiker in a player s wagon storage gives that player $400 for bringing them to Willamette Valley safely. SELL Players can sell any number of supplies on town tiles as one action. The amount of money that the seller receives for any of those supplies is listed on the active market price card. END OF TURN 4. DRAW A NEW MARKET PRICE CARD Market price cards show the prices that town tiles are willing to pay to purchase supplies. If supplies were sold this turn, the player must discard the market price card from their turn and reveal a new market price card for the next player who sells. When the market price card deck runs out, shuffle the cards and draw from the top. 5. RESOLVE CALAMITY CARD If a player was unable to avoid their calamity during their actions, the event on the calamity card takes effect and is discarded. 6. FEED YOUR FAMILY MEMBERS At the end of a player s turn, they must discard one meat to feed their entire family, regardless of how many family members are left. If there is no meat in a player s wagon storage and they are unable to feed their family members, the family members face starvation. When family members starve, each family member loses one health point. The driver and any hitchhikers do not lose health. Once family members have been fed or starve, play passes to the player to the left. 8

DEATH AND FUNERAL EXPENSES Family members can lose health through starvation, drowning, winter tiles, and calamities. If a family member is forced to lose their last health point, that family member dies. A dead family member stinks up a wagon, so players must immediately place that family member on the trail tile their wagon is currently on with the headstone facing up. Hitchhikers only have one health point and can lose health through drowning, winter tiles and calamities. When a hitchhiker loses their health, they are discarded from the game. Funeral expenses are determined by the distance from Willamette Valley that a family member has their headstone. Players pay $50 for each column between Willamette Valley and the each of their headstones. END OF THE GAME Players each take turns until: A player s wagon reaches Willamette Valley. OR The last trail tile is placed on the board. Whenever one of these two triggers occur, play continues until the end of that round. WINNING THE GAME The player with the most money is the winner. Total money is calculated at the end of the game by: Totaling up current money. Adding $500 for your driver s health. Adding $100 for each point of health for each family member. Adding $400 for each hitchhiker safely delivered to Willamette Valley. Subtracting $100 for each column your wagon is away from Willamette Valley. Subtracting funeral expenses for dead family members, based on where they are on the board. If there is a tie, the player with the most supplies in their wagon storage wins. In the case of a further tie, everyone dies of dysentery, and no one wins! 9

CREDITS Game Designer: Daryl Andrews Illustrators: Tysen Johnson, Dezzi Smith, Jordan Burke Graphic Designer: Amberley Gutierrez HATE READING RULES? Check out our instructional video at www.pressmantoy.com/oregontrail/journey We appreciate your comments on this game. Please send your correspondence to: custserv@pressman-toy.com Our Customer Service Department can be reached Monday through Friday (except during holidays) from 10:00 am CST to 4:00 pm CST at 1 (855) 258-8214. 2018 Pressman Toy Corporation 3701 West Plano Parkway, Suite 100, Plano, TX 75075. Colors and contents may vary from those illustrated. Made in USA. Bagged wooden components made in China. Figures or colors may vary. Visit our website at: www.pressmantoy.com 10 244610_v10_0518 Copyright 2018 HMH IP Company Unlimited Company. THE OREGON TRAIL and associated logos and designs are trademarks of Houghton Mifflin Harcourt Publishing Company.