A run is now won by founding a settlement: at your second camp or later, with 3 people, 12 food, 8 wood and 3 walls. A card under the day's actions shows each condition, ticked as it's met. Walking on to a new camp never wins by itself.
Why: in our own playtesting, the old goal ("reach camp 4") could be won 64% of the time just by leaving every camp on its first morning. Now that never wins.
Strangers: one always comes to the first camp's fire on the third morning; after that, there's a chance at every camp and on the road. Some carry food, and some arrive wounded and need feeding while they heal, so taking them in is a real choice.
The land holds more, and trips bring back a little more. More camps now end with more than you can carry: 55%, up from 34%. That makes the packing choice sharper. Version v0.0.3.