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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
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.