Expeditions are the part of Curse of Resthaven that takes you beyond the town walls, and they run on cards rather than combat. You are Ambrose, the newly appointed governor of Resthaven, searching for his missing niece Amalia, who arrived months earlier to investigate the island. Your deck is resource cards plus companion cards, and preparation matters as much as anything on the road: who you bring, what you carry and how you prepare shape what an expedition can unlock.
At a glance
You play Ambrose, newly appointed governor of Resthaven, searching for his missing niece Amalia
Single-player narrative roguelite; hand-drawn graphic-novel art; English only for interface, full audio and subtitles
$19.99 list, $17.99 with the 10% introductory offer ending November 12, 2026
Last verified: October 30, 2026
Expeditions are card-driven trips beyond the town walls to retrace Amalia's steps and face island horrors
Expedition milestones: Pathfinder at 10, Adept Pathfinder at 20, Master Pathfinder at 26 expeditions
1. The expedition map
The expedition map is headed Available Expeditions and shows the Aurelian Isle of Resthaven, the island on which the town of Resthaven stands. Route cards sit on map nodes, so the map offers a set of possible routes rather than a single fixed road. Expeditions are randomized and each playthrough exposes different pieces, so do not expect a second run to hand you the same route in the same order. The map also carries an Outposts counter, shown as 3 in the verified screenshot; this guide states that figure only as what the screenshot shows, not as a permanent total or a target.
2. How card expeditions work
A deck is resource cards plus companion cards. Resource cards represent physical goods; the verified examples are wheat, lumber, sugar and gold. They are collected as taxes from the island's merchants, then either traded to visiting ships in port or taken on expeditions. That shared pool is why preparation matters: a card traded or carried away is a card that is not somewhere else, so building a deck is also a decision about what the town side of your game will have to do without for a while.
On an expedition, selecting the right card unlocks a specific outcome rather than triggering combat. Who you bring, what you carry and how you prepare shape outcomes, so the test is recognition and preparation, not reflexes. The verified screenshot examples make it concrete: Prudence carries Wall Scaling and Street Smarts, Bastion carries Fisticuffs and Hurl Objects, and the hand also shows Sugar and Ale cards, with a Send Prudence prompt. If the situation calls for getting over a wall, the card that scales walls is the answer, and bringing the wrong tool is how an outcome stays locked. Media coverage noted, as a criticism attributed to MobileSyrup rather than a consensus, that expeditions can get stale; vary who you bring across loops and treat a locked outcome as information about a missing card, not a dead end.
3. Companions
Companions are enlisted, and the two companion achievements give the only verified milestones this guide can state. Party Assemble is awarded for enlisting 6 companions, and Party Complete for enlisting all companions including townspeople. That wording matters: Party Complete explicitly includes townspeople, so people you meet and win over inside the town count toward the full roster, not only companions found on the road. The verified screenshot examples are Prudence and Bastion, and this guide names no others, because no fuller list is verified and no total companion count is given here.
4. Retracing Amalia
Retracing Amalia is the expedition thread that ties the card trips to the story setup: expeditions beyond the town walls retrace her steps and face island horrors. The achievement thread gives the structure in three steps: In Amalia's Footsteps 1 for her first campsite, In Amalia's Footsteps 2 for her second campsite, and In Amalia's Footsteps 3 for her final campsite. Those three discoveries are the milestones, stated here in that order, without locations, because no campsite location is verified. Play it as a long project across loops: a campsite not found in one loop is a reason to change your deck, companions or route next time, and let the achievement confirm each discovery rather than a guessed location.
5. Expedition milestones and the alchemy tie-in
The expedition milestones are a clean ladder: Pathfinder for completing 10 expeditions, Adept Pathfinder for 20, and Master Pathfinder for
26. Those numbers are the official achievement descriptions, and they are useful as a progress gauge precisely because they count completions, not any single route. There is no verified list of all expeditions to tick off against, so count your completions and let the achievements mark the rungs.
Alchemy sits alongside expeditions as a parallel way to turn resources into progress: First Brew for performing alchemy once, Practiced Alchemist for ten times, and Master Alchemist for producing a max-level resource through alchemy. The tie-in is practical in what this guide can verify: both systems reward repeated, prepared use of the same resource pool, and both are best built up steadily across loops. This guide lists no alchemy recipes, because no recipe list is verified, and it claims no specific resource-to-result chain.
Before an expedition, check the map routes on offer and the Outposts counter as shown, then build the deck to fit
Bring the card whose trait matches the obstacle in front of you, and note which card unlocked which outcome
Count campsites as first, second and final, and let the achievements confirm each discovery
Track expeditions toward 10, 20 and 26, and alchemy toward 1, 10 and a max-level resource
FAQ
Do expeditions use combat? No, as verified here. Selecting the right card unlocks a specific outcome rather than triggering combat.
Is there a full list of expeditions or companions here? No. Both full lists are gaps, so this guide gives only the verified examples, Prudence and Bastion, and the verified milestones.
Where are Amalia's campsites? This guide gives no locations, because none are verified. The verified facts are the three achievements for her first, second and final campsites.
Related guides
Curse of Resthaven Beginner's Guide: First Loop, Trading, Expeditions and the Three Timelines
Curse of Resthaven Time Loop Guide: What Carries Over, Boons, Skills and Loop Strategy
Curse of Resthaven Trading and Town Management Guide: Prices, Merchant Secrets, Ships and Upgrades
Curse of Resthaven Expeditions and Cards Guide: Map, Companions, Campsites and Deck Building
Curse of Resthaven Investigation and Endings Guide: Interrogation, Favor, Three Timelines and the True Ending
Curse of Resthaven Achievements Guide: All 41 Achievements and How to Unlock Them
Next: the investigation guide explains interrogation, favor and the three timelines, and the trading guide covers prices, merchant secrets, ships and upgrades.

