You're not just moving meeples around a map.
You are guiding a family through generations of choices.
In front of you, five cards.
Behind you, a world that changes faster than your certainties.
Do you build a house to have a fixed point?
Are you taking a ship to explore?
Or invest in the professions that will truly define who you are?
Each shift forces you to look far ahead, to give up something in order to get what really matters. And when someone occupies exactly that region you needed, you feel the pressure: it is not a declared conflict, it is a silent, strategic, inevitable control of the territory.
Then comes the ninth round.
You stop, look at your map, your family, your choices.
And you understand that, in Six Sojourns, you don't build points: you build a story.
