MEET YOUR TRAVELLING COMPANIONS

A crew full of
“what if?”

They are imagined characters with distinct jobs at the table. Try one ability per traveller per scenario; keep the shared objective in view.

Three sculpted cosmic travellers: orange pilot, turquoise gardener and cheerful pink robotCURIOUS BY NATURE
BETTER TOGETHER

THE PILOT

Pip

“There might be another way.”

Pip enjoys a new route, but learns that finding a path and taking it are different decisions. An early peek can give the whole crew a useful conversation.

THE GARDENER

Moss

“We can make room for that.”

Moss notices which small resource would help someone else. Cooperation is strongest when a gift creates a new choice without taking over another person’s turn.

THE TINKERER

Bolt

“Wait. I have a tiny idea.”

Bolt sees a damaged bridge as a question with several possible answers. A repair is most useful when it reconnects the crew, not just the nearest piece.

A role gives you an option.
It never gives you someone else’s turn.

Suggest a route, share a resource and ask what the other traveller wants to try. Keep the final decision with the person taking the action.

Choose your first traveller