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www.jackdgames.com 5. End turn. on other results the monster is defeated. monster.

square but E00 means it’s not available. on [4-6] the monster HP=1, continue the fight; Note: you get 1 extra Gold if you defeat a veteran
You may resolve an event (EXX) on your current Regen.: if the monster HP is 0 or less, roll 2d6, escape you don’t get the Loot.
drive away all monsters from the island!
4. Square Event (once per turn) damage to you. See R10 for poison effect. After you defeat the monster, you get the Loot. If you
Your mission:
[11-12] fight this week’s veteran monster, see R08. Poison: your Poison=1 (J01) if this monster deals any
[8-10] nothing of interest; can’t lose any HP in the first round of a fight.
< Monster Atk: monster deals its Dmg to you.
terrorized by monsters, please help us...”
[5-7] fight this week’s monster, see R08; Ambush: skip the Short Break step and the monster
³ Monster Atk: you deal your Dmg to monster;
island. We need your help, hero. Our island is
[4] you get a treasure (E03); Monster Special Ability
The King approaches you, “Welcome to our small If it’s not [2] or [12] then add your Atk, if the result is
a plain: a good weather, a Hobbit gains +1 HP. deals Dmg+2 to monster instead of Dmg+1). special ability, example: a Zombie gains Poison.
a swamp: toxic vapors! Poison=1; [12] you deal your Dmg+1 to monster (an Elf Note: nothing happens if a monster gains the same
a forest: bitten! Poison=1 (an Elf ignores this); [2] monster deals its Dmg to you; [4] +1 Dmg; [5] Poison; [6] Regen.
additional 1 Gold; [1] Ambush; [2] +1 Atk; [3] +1 HP;
Special results (before adding your Atk):
a mountain: gain 1 Gold, a Dwarf gains an A veteran monster gains this before a fight, roll 1d6:
[2-3] if you are in 2. Engage: roll 2d6+your Atk.
Plain: Gold Slime (Atk:10, Dmg:2, HP:3)

Illus. Jason Glover


Roll 2d6 if you are not in a village or castle square: R10, you may continue to the Square Event step).
3. Terrain Event means if you escape in the Terrain Event step, see Mountain: Troll (Atk:8, Dmg:2, HP:5, Regen.)
automatically but this will not end your turn (this Forest: Giant Spider (Atk:11, Dmg:1, HP:2, Poison)
coordinate on the End Square column in J05. Swamp: Ghoul (Atk:9, Dmg:2, HP:5)
After you move (or not), write your current square Note: you may use a Dash/Rush scroll to escape
2. Move (see R04). resolve the effect. Monster in Week 3 (Loot: 3 Gold)
- use a scroll: adjust your backpack in J03 then Plain: Blue Slime (Atk:9, Dmg:2, HP:2)
then you gain +1 HP (HP can’t exceed MaxHP).
- use an item. Mountain: Ork (Atk:7, Dmg:2, HP:3, Regen.)
Example: you spend 3 Gold to rise Atk from 2 to 3,
[2-6] you can escape and hide, end your turn. Forest: Giant Bat (Atk:10, Dmg:1, HP:1, Ambush)
Gold equal to the target number, then gain +1 HP.
the monster can’t lose any HP this round; Swamp: Zombie (Atk:8, Dmg:1, HP:3, Poison)
by 1. To Level Up Atk/Dmg/Spd/MaxHP: spend
[1] you fail to escape, continue the fight and Monster in Week 2 (Loot: 2 Gold)
A solo fantasy adventure game Level Up. You may Level Up 1 stat per turn and only
- try to escape: roll 1d6, if the result is Plain: Pink Slime (Atk:8, Dmg:1, HP:1, Ambush)
Poison Check. If Poison=1: roll 2d6, on [2-5] -1 HP. 1. Short Break, you may choose one: Mountain: Goblin (Atk:6, Dmg:2, HP:2)
Day Event. If today has a Day Event(J05), resolve it. each round. Follow these steps on each round: Forest: Giant Rat (Atk:9, Dmg:1, HP:1)
6x6 TALES
Booklet 1. A new day. Circle the current Week# & Day# in J05. or your HP / monster HP is £0. Only you take an action Swamp: Skeleton (Atk:7, Dmg:1, HP:2)
Rules Ver 1.2
Follow these steps on each turn (represents one day) : A fight is divided into rounds and will end if you escape Monster in Week 1 (Loot: 1 Gold)
R10. Gameplay R09. A Fight (J06) R08. Monster Data
R01. Components R03. Setup R04. Move R06. Changing a Road Type Magically
- You need the Rules Booklet (this booklet), Journal Prepare the hero (J01) - You may choose not to move or you may move up to You may use a Rush or Kaboom scroll (adjust your
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 backpack in J03 and ignore the usual effect for that
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 scroll) to change your current square to a crossroad.
- You need a new Journal Booklet for each game Damage/Dmg=1, MaxHP=4, Fame=0, water (outside the island) are considered blocked.
RUSH / KABOOM
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
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. R07. Scroll Prices (in Gold)
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. Use this table only when called by an event.
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 You may sell scrolls for the listed price minus one,
hands (the die on your left hand is the first die) or new square too. If you find a new village: write example: sell a Pear Scroll in E08 Shop for 2 Gold.
Prepare the map (J02)
find another method that suits you. ‘E08’ on the bottom right of the square for the first A Human may sell scrolls for the listed price.
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’ If you buy/sell scrolls (each shop has unlimited
on a crossroad at that square.
Booklet, RXX refers to the Rules Booklet and EXX for the second & fourth village you find. stock), adjust your backpack in J03.
Write ‘E01’ on the bottom right of the square.
refers to the Events Booklet. E01 Castle Shop E08 Shop E15 Shop
The castle is your starting square. R05. Move Example
Important: a square can only have one event (EXX, II-3 III-3 IV-3 Antidote 1 -- 1
R02. The Map You are at II-4, your Spd is 3. Dash 1 1 --
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 Rush -- 2 2
event at the bottom right of a square.
consists of 36 squares, in 6 column and 6 rows. right to III-3. Carrot 1 -- 1
A Personal Quest Reveal a New Square: Tomato -- 2 2
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), Pear 3 3 --
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, Spark 1 1 --
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 Blast 2 -- 2
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. Kaboom -- 3 3
Important: Repeat the roll if the result square has an a road type then you may read E02). - You can move again but you
‘--’ means you can not buy or sell that scroll in this shop.
event (EXX) written on the bottom right. decide to stop moving to visit
Explore the castle E08 the village this turn. You end A Human / Dwarf may play a dice game in any shop
Read E01 (hint: get a new quest from the castle). your move and write ‘III-3' on once per turn, roll 2d6: [2-7] -1 HP or lose 1 scroll or
After that you are ready to start your tale: the End Square column in J05. 1 Gold; [8-9] win 1 Gold; [10-12] win a treasure (E03).
Week=1 and Day=1, continue to R10! II-4
odd, E15 if even (see R04) quest giver. QLoc: square coordinate to complete the quest.
- a ‘--’ means no Day Event.
- a village EXX is E08 if Cross a quest if completed. QGiver: (square coordinate of) the
Notes: - a week is only 6 days in this island. village result to a swamp.
already has EXX: change 6
4 1 E24 villages or if the square
- if there are already 4
3 6 E39 If the result is a village:
3 5 E39 EXX

3 4 -- 5
3 3 E35
6: village 5: swamp
3 2 --
3 1 --
4
2 6 E39
Complete the Map: E02 Any
2 5 -- QNotes QGiver QLoc 4: forest 3: mountain

............
2 4 -- J04. Quests

......
1,2: plain
2 3 E35 *Can be used to change a road type magically (R06). 3
............

......
............
2 2 -- Use scrolls anytime, but only in the Short Break step in a fight. ......
You can’t heal if your Hp£0. Second die: terrain type
2 1 --
Kaboom* roll 2d6, on [3-12] -3 monster HP
1 6 E39 Blast roll 2d6, on [3-12] -2 monster HP
1 5 -- Spark roll 2d6, on [3-12] -1 monster HP 2
1 4 -- Pear +3 HP 6 5
Tomato +2 HP
1 3 E05 Carrot +1 HP
1 2 -- Rush* +4 Spd this turn (use only to move)
Dash +2 Spd this turn (use only to move)
1
1 1 -- 1, 2 3, 4
Antidote Poison=0 First die: road type
Notes End Square Week Day Day Event
Amount Name Effect
J05. Day Tracker J03. Backpack for Scrolls A New Square (R04) VI V IV III II I J02. Map

6x6 TALES
J06. Run Fights Here J07. Run Dungeons Here J09. End Game Scoring Ver 1.2 Journal
Monster Notes HP Dungeon Room# Booklet
Current Fame:_______________ A solo fantasy adventure game

Fame from quests: ___________


J01. Hero Stats
Fame from Gold:_____________
Total Fame: _________________ Race: Name:

Total Fame Your Status Atk: 1


000 - 099 Unknown Hero
100 - 299 Familiar Hero Dmg: 1
300 - 399 Famous Hero
Spd: 2
J08. Dungeon Room 400 - 499 Hero of the Island
500+ Legendary Hero Poison: 0
[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:
[3] You gain a treasure, E03. MaxHP: 4
[4] A dead end! You have to reroute* (see below). ________________________________________
[5] A locked door! Roll 1d6, if > your Dmg then HP: 4
you have to reroute* (see below). (if HP£0 read E17)
[6] A dart trap! Roll 1d6, if > your Spd then -1 HP.
[7] A blade trap! -1 HP. Gold: 1
[8] Fight this week’s plain monster, see R08.
[9] Fight this week’s mountain monster, see R08.
[10] Fight this week’s forest monster, see R08.
[11] Fight this week’s swamp monster, see R08. Fame: 0
Illus. Jason Glover

*Reroute means subtract Room by 2 (a Dwarf subtracts Items:


Room by 1 instead of 2), the minimum is Room=1.

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

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