The sun was high overhead as the sister walked along the path into the forest, but the trees loomed dark on either side. Before long she came to a crossroads. Each path lead deeper into the wood, which one should she choose?

Place the crossroads tile next to the home tile so that one of the paths leading off the crossroads tile joins up with the path from the home tile. Whenever you place the next tile at least one path leading off it should connect to the tile the sister miniature is currently stood on. It doesn’t matter if all the paths leaving the new tile do not connect to other paths, but the sister can only travel from one tile to the next if there is a path connected to the tile she is currently on. Now move the sister along the path from the home tile to the crossroads tile.

Take the three dice from today’s box. Place the black dice on the bottom right corner of the knapsack where there is a black circle marked ‘End’, with the number 6 in it. Place the dice so that the six face is upwards. This shows how much Endurance you have remaining. The number in the circle (6) is the highest your Endurance can be, it never goes above this level. Endurance is your capacity to carry on going, if it reaches 0 you are exhausted and collapse. From now on, every time the sister miniature moves from one tile to another you must reduce your Endurance by 1. You do not lose Endurance if you are forced to retreat to the previous tile but will, of course, have to spend another point of Endurance attempting to move onwards again. Some encounters may require you to lose further Endurance in other ways.

As mentioned previously, eating food items is the most usual way to recover Endurance. It’s worth saying, don’t actually eat the miniature items! You can eat a food item at any time, but not once your Endurance drops from 1 to 0, then it’s too late! If your Endurance reaches 0 take all the items from your knapsack and place them on the tile with the sister miniature. Then remove the sister and place it back on the home tile. You can now select a new character card, reset your Endurance to 6, place the bread back in your knapsack and set off again as the next sister attempts to make it to grandma’s.

The other two dice are used for rolling tests. The green dice is yours, the purple dice represents whatever creature you are facing. When asked to ‘test’ a stat (Test Courage, Test Strength, Test Wisdom etc) roll the green dice. If you roll equal or under your stat then you succeed. For example, if asked to Test Courage and your courage is 3 a roll of 1, 2 or 3 would be a success. The encounter will tell you what to do if you succeed or fail. You may be asked to make an ‘Opposed Test’. In this case roll both the green and purple dice. Add your stat to the green dice and that of the creature to the purple dice. Whichever total is highest wins. For example, if you are asked to make an Opposed Wisdom roll to solve the sphinx’s riddle you roll the green dice and add your Wisdom (let’s say 3). You roll the purple dice and add the stat given for the sphinx (let’s say 4). If the total of your Wisdom (3) and the green dice is higher than the total of the sphinx’s Wisdom (4) and the purple dice then you win and answer the riddle correctly. If it is a draw, you win! As with regular Tests, the encounter will tell you what the outcome of an Opposed Test is.

Some encounters say that you can Sneak them. To Sneak, Test Agility. If successful you may stealthily move to one of the exits of the new tile. You do not encounter whatever is on it, but should leave the miniature there for the next time you come to this tile. If you fail to Sneak, or are not given the option, you must face the encounter.

The next 20 boxes are unmarked. It doesn’t matter what order you open them in. Leave the boxes marked 23rd and 24th until you have used all the other boxes, then place 23.