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R01. Components R03. Setup R04.

Move
Ver 1.2 Rules - You need the Rules Booklet (this booklet), Journal Prepare the hero (J01) - You may choose not to move or you may move up to
Booklet Booklet, Events Booklet, and something to write and Your hero will start with these stats: your Spd, for each point of Spd you may move to an

6x6 TALES
erase (a pen+correcton fluid or a pencil+eraser). Attack/Atk=1, Poison=0, Gold=1, adjacent square following the road. All roads lead to
- You need a new Journal Booklet for each game Damage/Dmg=1, MaxHP=4, Fame=0, water (outside the island) are considered blocked.
because you will use it to draw the map, manage Speed/Spd=2, HP=4 (can’t exceed MaxHP). - If you move to a square with no road type, Reveal a
A solo fantasy adventure game
your stats/items/quests, run fights/dungeons, etc. Choose a Race and a bonus for your Race: New Square: roll 2d6, see the chart in J02.
- You need 2d6 (two six sided dice) too, with different Dwarf: +1 Dmg; Elf: +1 Atk; Human: gain 2 Gold; The first die is the road type. You may rotate it 90/
colors if possible because sometimes you need one Hobbit: gain a Pie item, eat/use (cross) it to add +1/-1 180/270 degrees then draw it on the new square.
as the first die and the other as the second die. If to any one die result (a die min is 1, max is 6). The road must connect to your previous square.
both dice have the same color you may roll with both Give your hero a name, and a picture if you want. The second die is the terrain type, draw it on the
hands (the die on your left hand is the first die) or new square too. If you find a new village: write
Prepare the map (J02)
find another method that suits you. ‘E08’ on the bottom right of the square for the first
Roll a random square (R02), draw a castle
- JXX (X is a number) refers to a section in the Journal & third village you find in this game, and write ‘E15’
on a crossroad at that square.
Booklet, RXX refers to the Rules Booklet and EXX for the second & fourth village you find.
Write ‘E01’ on the bottom right of the square.
refers to the Events Booklet.
Illus. Jason Glover

The castle is your starting square. E01 R05. Move Example


Important: a square can only have one event (EXX, II-3 III-3 IV-3 You are at II-4, your Spd is 3.
R02. The Map
X is a number) on it and always write an
The island (see J02) is surrounded by water and - You move up to II-3 then to the
event at the bottom right of a square.
consists of 36 squares, in 6 column and 6 rows. right to III-3.
A Personal Quest Reveal a New Square:
Random Square means you roll 2d6 for a random You want to explore the island, write a new quest (J04) the first die is 6 (a curve),
The King approaches you, “Welcome to our small square coordinate. The first die is the column (I-VI), - QGiver: write your name or just ‘Hero’; II-4 the second die is a 6 (a village,
island. We need your help, hero. Our island is the second die is the row (1-6). Example: a result of 5 - QLoc: ‘Any’ (can be completed from any square); the first one!). The road to the
and 3 means the result is the V-3 square on the map. - QNotes: ‘Complete the Map: E02’ (if all squares have II-3 III-3 IV-3 left of IV-3 is blocked now.
terrorized by monsters, please help us...”
Important: Repeat the roll if the result square has an a road type then you may read E02). - You can move again but you
Your mission: event (EXX) written on the bottom right. decide to stop moving to visit
Explore the castle E08 the village this turn. You end
drive away all monsters from the island! Read E01 (hint: get a new quest from the castle). your move and write ‘III-3' on
After that you are ready to start your tale: the End Square column in J05.
Week=1 and Day=1, continue to R10! II-4
www.jackdgames.com

R06. Changing a Road Type Magically R08. Monster Data R09. A Fight (J06) R10. Gameplay
You may use a Rush or Kaboom scroll (adjust your Monster in Week 1 (Loot: 1 Gold) A fight is divided into rounds and will end if you escape Follow these steps on each turn (represents one day) :
backpack in J03 and ignore the usual effect for that Swamp: Skeleton (Atk:7, Dmg:1, HP:2) or your HP / monster HP is £0. Only you take an action 1. A new day. Circle the current Week# & Day# in J05.
scroll) to change your current square to a crossroad. Forest: Giant Rat (Atk:9, Dmg:1, HP:1) each round. Follow these steps on each round: Day Event. If today has a Day Event(J05), resolve it.
Mountain: Goblin (Atk:6, Dmg:2, HP:2) 1. Short Break, you may choose one:
RUSH / KABOOM
Plain: Pink Slime (Atk:8, Dmg:1, HP:1, Ambush) Poison Check. If Poison=1: roll 2d6, on [2-5] -1 HP.
- try to escape: roll 1d6, if the result is
Monster in Week 2 (Loot: 2 Gold) Level Up. You may Level Up 1 stat per turn and only
[1] you fail to escape, continue the fight and
Swamp: Zombie (Atk:8, Dmg:1, HP:3, Poison) by 1. To Level Up Atk/Dmg/Spd/MaxHP: spend
the monster can’t lose any HP this round;
R07. Scroll Prices (in Gold) Forest: Giant Bat (Atk:10, Dmg:1, HP:1, Ambush) Gold equal to the target number, then gain +1 HP.
[2-6] you can escape and hide, end your turn.
Use this section (R07) only when called by an event. Mountain: Ork (Atk:7, Dmg:2, HP:3, Regen.) Example: you spend 3 Gold to rise Atk from 2 to 3,
- use an item.
You may sell scrolls for the listed price minus one, Plain: Blue Slime (Atk:9, Dmg:2, HP:2) then you gain +1 HP (HP can’t exceed MaxHP).
- use a scroll: adjust your backpack in J03 then
example: sell a Pear Scroll in E08 Shop for 2 Gold. Monster in Week 3 (Loot: 3 Gold) resolve the effect. 2. Move (see R04).
A Human may sell scrolls for the listed price. Note: you may use a Dash/Rush scroll to escape After you move (or not), write your current square
If you buy/sell scrolls (each shop has unlimited Swamp: Ghoul (Atk:9, Dmg:2, HP:5) coordinate on the End Square column in J05.
Forest: Giant Spider (Atk:11, Dmg:1, HP:2, Poison) automatically but this will not end your turn (this
stock), adjust your backpack in J03. means if you escape in the Terrain Event step, see 3. Terrain Event
Mountain: Troll (Atk:8, Dmg:2, HP:5, Regen.)
Castle Shop E08 Shop E15 Shop Plain: Gold Slime (Atk:10, Dmg:2, HP:3) R10, you may continue to the Square Event step). Roll 2d6 if you are not in a village or castle square:
Antidote 1 -- 1 2. Engage: roll 2d6+your Atk. [2-3] if you are in
Dash 1 1 -- A veteran monster gains this before a fight, roll 1d6: a mountain: gain 1 Gold, a Dwarf gains an
[1] Ambush; [2] +1 Atk; [3] +1 HP; Special results (before adding your Atk):
Rush -- 2 2 additional 1 Gold;
Carrot 1 -- 1 [4] +1 Dmg; [5] Poison; [6] Regen. [2] monster deals its Dmg to you; a forest: bitten! Poison=1 (an Elf ignores this);
Tomato -- 2 2 Note: nothing happens if a monster gains the same [12] you deal your Dmg+1 to monster (an Elf a swamp: toxic vapors! Poison=1;
Pear 3 3 -- special ability, example: a Zombie gains Poison. deals Dmg+2 to monster instead of Dmg+1). a plain: a good weather, a Hobbit gains +1 HP.
Spark 1 1 -- If it’s not [2] or [12] then add your Atk, if the result is [4] you get a treasure (E03);
Monster Special Ability
Blast 2 -- 2 Ambush: skip the Short Break step and the monster ³ Monster Atk: you deal your Dmg to monster; [5-7] fight this week’s monster, see R08;
Kaboom -- 3 3 can’t lose any HP in the first round of a fight. < Monster Atk: monster deals its Dmg to you. [8-10] nothing of interest;
‘--’ means you can not buy or sell that scroll in this shop. Poison: your Poison=1 (J01) if this monster deals any [11-12] fight this week’s veteran monster, see R08.
damage to you. See R10 for poison effect. After you defeat the monster, you get the Loot. If you 4. Square Event (once per turn)
A Human / Dwarf may play a dice game in any shop escape you don’t get the Loot. You may resolve an event (EXX) on your current
once per turn, roll 2d6: [2-7] -1 HP or lose 1 scroll or Regen.: if the monster HP is 0 or less, roll 2d6,
1 Gold; [8-9] win 1 Gold; [10-12] win a treasure (E03). on [4-6] the monster HP=1, continue the fight; Note: you get 1 extra Gold if you defeat a veteran square but E00 means it’s not available.
on other results the monster is defeated. monster. 5. End turn.
6x6 TALES
Ver 1.2 Journal J02. Map I II III IV V VI A New Square (R04) J03. Backpack for Scrolls
Amount Name Effect
A solo fantasy adventure game Booklet First die: road type Antidote Poison=0
1, 2 3, 4 Dash +2 Spd this turn (use only to move)
J01. Hero Stats 1 Rush* +4 Spd this turn (use only to move)
Carrot +1 HP
Race: Name:
Tomato +2 HP
5 6 Pear +3 HP
Atk: 1
2 Spark roll 2d6, on [3-12] -1 monster HP
Dmg: 1 Blast roll 2d6, on [3-12] -2 monster HP
Kaboom* roll 2d6, on [3-12] -3 monster HP
Spd: 2 You can’t heal if your Hp£0.
Second die: terrain type
...... Use scrolls anytime, but only in the Short Break step in a fight.
............

............
......
Poison: 0 3 *Can be used to change a road type magically (R06).
1,2: plain
MaxHP: 4

......
............
J04. Quests
3: mountain 4: forest QGiver QLoc QNotes
HP: 4 Any Complete the Map: E02
(if HP£0 read E17)
4
Gold: 1
5: swamp 6: village

5
Fame: 0 EXX
If the result is a village:
Items: - if there are already 4
villages or if the square
6 already has EXX: change
village result to a swamp.
- a village EXX is E08 if Cross a quest if completed. QGiver: (square coordinate of) the
odd, E15 if even (see R04) quest giver. QLoc: square coordinate to complete the quest.
J05. Day Tracker J06. Run Fights Here J07. Run Dungeons Here J09. End Game Scoring
Week Day Day Event End Square Notes Monster Notes HP Dungeon Room#
Current Fame:_______________
1 1 -- Fame from quests: ___________
1 2 -- Fame from Gold:_____________
1 3 E05
Total Fame: _________________
1 4 --
Total Fame Your Status
1 5 -- 000 - 099 Unknown Hero
1 6 E39 100 - 299 Familiar Hero
2 1 -- 300 - 399 Famous Hero
J08. Dungeon Room 400 - 499 Hero of the Island
2 2 --
500+ Legendary Hero
2 3 E35 [2 or 12] You find a Meeple item (write in J01),
use (cross) it to reroll any one die once. The title for this tale is:
2 4 -- [3] You gain a treasure, E03.
2 5 -- [4] A dead end! You have to reroute* (see below). ________________________________________
2 6 E39 [5] A locked door! Roll 1d6, if > your Dmg then
you have to reroute* (see below).
3 1 -- [6] A dart trap! Roll 1d6, if > your Spd then -1 HP.
3 2 -- [7] A blade trap! -1 HP.
[8] Fight this week’s plain monster, see R08.
3 3 E35 [9] Fight this week’s mountain monster, see R08.
3 4 -- [10] Fight this week’s forest monster, see R08.
3 5 E39 [11] Fight this week’s swamp monster, see R08.

Illus. Jason Glover


3 6 E39 *Reroute means subtract Room by 2 (a Dwarf subtracts
Room by 1 instead of 2), the minimum is Room=1.
4 1 E24

Notes: - a week is only 6 days in this island.


- a ‘--’ means no Day Event. www.jackdgames.com
6x6 TALES
Ver 1.2 Events E05. An Abandoned Landmark E10. A Purple Portal E15. A Village
Roll 1d6, look at the result below (picture and EXX number). Monsters are pouring out of a portal guarded by a Chaos Knight. You may take any number of these activities:
Booklet [1-2] Tower, ‘E11’; [3-4] Pyramid, ‘E16’; [5-6] Lake, ‘E20’. A Giant Bat attacks you (Loot: 2 Gold), start a fight! If you - get a new quest in E14 (only if there is no active quest with
READ AN EVENT ONLY IF INSTRUCTED
defeat it, choose: approach the portal in E32 or flee (end turn). QGiver from this square, see J04) .
- buy & sell scrolls at E15 Shop, see R07.
E01. The Castle E11. The Tower Guard
Roll a random square (R02), then draw the picture on the center
You may take any number of these activities: The guard tells you there is a magic mirror on the top of the E16. The Pyramid Dungeon
of that square and write the EXX number on that square. Note:
- you gain +1 HP (once per turn only, HP can’t exceed MaxHP) tower that is blocked by a spell. You have to break the spell. Run a dungeon in J07, start with Room=1. You enter Room 1.
the road and terrain type of that square doesn’t change.
- if your Poison=1 then Poison=0. A new quest! (write in J04) If you enter Room 1 to 5, choose one:
- get a new quest in E14 (only if there is no active quest with E06. Another Dimension QGiver: ‘Magic Mirror’; QLoc: your current square. - find the exit in E13.
QGiver from this square, see J04) . You are absorbed by the portal to another dimension... Where? QNotes: ‘HP=9’ (this is magic mirror’s HP). - venture forth: roll 2d6, resolve the Room in J08 (if you
- buy & sell scrolls at Castle Shop, R07. That’s a tale for another time. You gain +20 Fame. Go to E17. Change the event on your current square to ‘E07’. Go to E07. escape from a fight you must go to the exit in E13), then
add Room by 1, enter that Room.
E02. Quest: Complete the Map E07. The Magic Mirror (Atk:5, Dmg:1, has Poison, no Loot) E12. The Witch Hut
If you enter Room 6 to 8, choose one:
Resolve only if each square has a road type: Start a fight with the magic mirror as the monster. The witch gives a Human one scroll per visit: Antidote/Dash.
- find the exit in E13 or enter a small room in E28.
- You gain +50 Fame. If Week# (see J05) is 1 or 2 then you After you deal any damage to the magic mirror, subtract its HP You may pay 1 Gold to teleport: change today’s End Square
- venture forth (as above, but all monsters have Loot=1 Gold).
gain 6 Gold. If Week# is 3 then you gain 3 Gold. on QNotes of this quest (it will never heal), then: (J05) to any square you want (if the square has no road type
If you enter Room 9, immediately continue to E33.
- If no village exists on the map: random square (R02), change if the magic mirror HP is 0 or less, go to E30; then Reveal a New Square R04), then you gain +10 Fame.
the terrain type of that square to a village (see J02) and write if not: the fight ends and you are teleported (change today’s E17. The End of a Tale
E13. Finding the Exit
‘E08’ on that square. End Square J05 to a random square R02, if the square Calculate your Total Fame and see your status (J09):
Roll 2d6, see the result (a Dwarf may directly choose even/odd):
- Cross this quest then continue your turn. has no road type then Reveal a New Square R04). you gain +15 Fame for each completed quest (only) from
- even means you are back to the entrance: end your turn;
castle/villages (see J04) and +1 Fame for each Gold you have.
E03. A Treasure Chest! E08. A Village - odd means you appear somewhere else: change today’s End
The game is over, please review/rate/post your map in BGG.
Roll 2d6 (a Hobbit rolls twice & choose one) then continue the You may take any number of these activities: Square J05 to a random square R02 (if the square has no road
Like fantasy adventure? Try ‘Adventure of D (second edition)’
previous event: [2] 1 Gold; [3] Kaboom Scroll; - get a new quest in E14 (only if there is no active quest with type then Reveal a New Square R04), then end your turn.
[4] Blast Scroll; [5] Rush Scroll; [6] Dash Scroll; QGiver from this square, see J04). E18. A Glowing Rod in the Stone
E14. A New Quest! (write in J04)
[7] Antidote Scroll; [8] Carrot Scroll; [9] Spark Scroll; - buy & sell scrolls at E08 Shop, see R07. You gain +50 Fame. Choose one:
QGiver: your square. QLoc: random square (R02). Roll 1d6:
[10] Tomato Scroll; [11] Pear Scroll; [12] 2 Golds. - for each Gold you donate to the temple, you gain +5 Fame. - smash the evil rod into pieces, continue to E29.
[1-2] QNotes: ‘Defeat a Vet Monster’.
- a Hobbit may pay 1 Gold to gain +1 HP and Poison=0. - take it, roll 2d6 (an Elf adds +2): [2] HP=0; [3-5] -2 HP;
E04. Quest: Revive the Island Write ‘E19’ on QLoc square on the map (J05).
[6-7] -1 HP; [8+] no effect. If you survive, go to E26.
Resolve only if you have crossed all three coordinates on the E09. The Absorbing Machine [3-4] QNotes: ‘Send Mango’. Write ‘E38’ on QLoc square on
QNotes of the Water Spirit quest: The Chaos Knight melts and the portal roars, absorbing all the map (J02). You receive a Mango item (write in J01), E19. Quest: Defeat a Monster
lose (cross) the Potion item in J01. The Water Spirit suddenly monsters in the island. You gain +50 Fame. You see the knight’s you may eat/use (cross) it to gain +1 HP. Fight this week’s veteran monster (R09).
appears, thanks you, and tells a valuable information. You gain shield is about to enter the portal, you may let the shield enter [5-6] QNotes: ‘Bring 2 Scrolls’. After the monster is defeated: you gain a treasure (E03), erase
a treasure (E03) and +50 Fame. Cross this quest. Go to E25. the portal (go to E29) or try to grab it (go to E37). Write ‘E22’ on QLoc square on the map (J02). the event EXX on this square (J02), then cross this quest.
E20. The Water Spirit E25. The Monsters’ Origin E30. Quest: The Magic Mirror E35. Day Event: Hey, what’s that? Roll 1d6:
You need to help the spirit to revive the island by pouring a Roll 1d6, look at the result below (picture and EXX number). The spell is broken with a loud explosion. You gain 3 Gold, a [1] Your food this morning was terrible, Poison=1.
potion on certain spots. You receive a Potion item which will [1-2] Crack, ‘E31’; [3-4] Portal, ‘E10’; [5-6] Cave, ‘E27’. treasure (E03), and +50 Fame. Now you can see the monsters’ [2] A thief! You lose a scroll (your choice). If you don’t have
make your Poison always 0 (write in J01). Change the event on origin in the mirror. Change the event on your current square to any scroll, lose 1 Gold instead (if you have any).
your current square to ‘E00’. A new quest! (write in J04). ‘E00’. Cross this quest. Continue to E25. [3] If you are not a Dwarf: you feel tired, -1 Spd in the Move
QGiver: ‘Water Spirit’; QLoc: ‘Any’; Roll a random square (R02), then draw the picture on the center step today, write a reminder on the Notes column in J04.
E31. A Crack Full of Critters and Toxic Air
Roll 1d6, [1-2] QNotes: write ‘(@1G) I-1, VI-1, VI-6 : E04’. of that square and write the EXX number on that square. Note: [4] A merchant has 1 Rush, 1 Tomato, and 1 Blast scrolls to sell
Your Poison=1 (J01).
[3] QNotes: write ‘(@1G) VI-1, VI-6, I-1 : E04’. the road and terrain type of that square doesn’t change. just for 1 Gold each, if you want any.
Repeat this until you choose option A or the game ends:
[4] QNotes: write ‘(@1G) I-6, I-1, VI-1 : E04’. [5] Random square R02, draw a hut on the middle of
E26. The Lightbringer make a Poison Check (R10) then choose option A/B/C/D.
[5-6] QNotes: write ‘(@1G) VI-6, I-6, I-1 : E04’. that square and write ‘E12’ on that square.
You hold the rod tightly until the evil inside shrieks and dies. A. search the exit in E13.
When you are on a square written on QNotes: gain 1 Gold, then [6] A man is sick. If you give him a Carrot/Tomato/Pear scroll,
You gain +50 Fame, and bring the rod to the King in E29. B. fight a monster (you may not escape, Loot=1 Gold), roll 1d6:
cross the coordinate. When you have crossed all three choose: you gain double the scroll price (R06) or +25 Fame.
coordinates, you may resolve E04 from any square. E27. The Cave Dungeon [1-2] Skeleton; [3] Giant Rat; [4] Goblin; [5-6] Pink Slime.
C. put (cross) a Ruby item on the altar: a dragon appears in E36. E36. The Bone Dragon (Atk:11, Dmg:2, HP:5, Regen., no Loot)
Run a dungeon in J07, start with Room=1. You enter Room 1.
E21. The Chaos Knight (Atk:10, Dmg:2, HP:7, no Loot) D. searching around, roll 1d6: [1-2] find something, E23; Fight the bone dragon as the monster, and you may not escape
If you enter Room 1 to 7, choose one:
Fight the Chaos Knight as the monster, and you may not escape [3] find something, E03; [4-6] a spike trap! -1 HP. this fight. At the start of each round, the dragon heals 1 HP (if
- find the exit in E13.
this fight. At the start of each round he evolves (the effect is the dragon HP=8 then it breaths a white cloud and your HP=0!).
- go deeper: roll 2d6, resolve the Room in J08 (if it is a fight: E32. Fight the Knight’s Guardian!
cumulative), roll 1d6: [1]+1 Atk; [2-3]+1 Dmg; [4-5]+1 HP; If the bone dragon is defeated, go to E34.
the monster is always a Week 3 veteran monster with Roll 1d6 (the monster has Ambush and Loot=4 Gold):
[6]+2 HP. If you defeat the Chaos Knight, go to E09.
Loot=4 Gold, and if you escape from a fight you must go to [1-2] Ghoul; [3] Giant Spider; [4] Gold Slime; [5-6] Troll. E37. The Chaos Shield
E22. Quest: Bring Two Scrolls E13), then add Room by 1, enter that Room. After you defeat the guardian, you may flee (end your turn for Roll 2d6 + your Spd (an Elf adds +1). If the result is:
Resolve only if you have at least 2 scrolls (J03): If you enter Room 8: your Poison=1 (J01), make a Poison today) or fight the Chaos Knight in E21. 8 or less: go to E06;
you give any 2 scrolls, adjust your backpack in J03. Check (R10), then continue to E18. 9 or more: you can grab and drag the shield far from the portal
You gain 4 Gold & a Treasure (E03). Erase the event (EXX) E33. The Flaming Sword (gain +50 Fame), then give it to the King in E29.
E28. The Missing Nun You get a Flaming Sword item (J01) and a Spark scroll (J03).
on this square (J02). Cross this quest.
You have found the missing nun and bring her outside, you gain Once per fight you may use a Spark/Blast/Kaboom scroll in the E38. Quest: Send a Mango
E23. A Red Stone +50 Fame. She thanks you, gives you 1 Gold, and shares Short Break step (the scroll deals no damage) to automatically Resolve only if you have the Mango item (J01):
You find a Ruby item (write in J01), you may use (cross) this important information about the monsters’ origin. lit the sword: you gain +1 Dmg and +1 Atk until the end of that you deliver (cross) the Mango item. You gain Gold equal to
item in the Short Break step in a fight to deal 1d6/2 (rounded Change the event on your current square to ‘E00’. Go to E25. fight. You get +20 Fame each time you lit the sword. half (rounded up) the lowest amount of move from QGiver to
down) damage to the monster. Continue your previous event. Continue to E28. QLoc. Erase the event on this square (J02). Cross this quest.
E29. The Source of Evil
E24. Until the End With the source of evil gone, all monsters quickly disappear E34. The Dragon Slayer E39. Day Event: an Unusually Bad Weather
The island is overrun by monsters. You have no choice but to from the island and the people live peacefully once again. The dragon collapses, you gain +50 Fame. All monsters in the Roll 1d6: [1-2] Swamp; [3-4] Mountain; [5-6] Forest.
ride a boat leaving the island behind with a heavy heart. The King invites you to a royal feast, and gives you 200 Gold. island become weak and the undead crumble to dust. You gain You may not move to a revealed square with that type of terrain
You gain +20 Fame. Continue to E17. You have won. Congratulations! Continue to E17. +25 Fame for each Ruby item you have. Continue to E29. this turn, write on the Notes column in J05 as a reminder.

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