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Adventure Guide
BOOK I
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1 Ahoy, me hearties!
Ahoy, me hearties!
CHAPTER I
Skull Tales is a semi-cooperative adventure game for 1 to 5 players when a situation arises that is not specifically contemplated in
that will transport you to the golden age of piracy. Fight for these rules, or if there is a disagreement among the players about
survival in a world of fantastic adventures as you try to gather gold the interpretation of a specific rule, the Captain will be the one
and fame to become the Captain of the pirate crew... Yo-ho-ho to decide how to resolve it.
and a bottle of rum!
Abbreviations
Explore different islands and towns of the Caribbean in search of
Attributes
fortune and treasures, navigate the seas while avoiding dangers
until you reach a safe harbor. Spend your booty in Tortuga Island
to improve your skills and equipment to face new challenges.
Agility
During this adventure, you will encounter many situations and will Charisma
have a myriad of options at your disposal to face them. Therefore, Strength
Intelligence
Movement
Perception
Action Points
Destiny Points
Fame Points
Combat
Health Points
Unarmed attack
Ranged Combat
Melee Combat
Wound
Unconscious
Line of Sight LoS
Boarding Enemy BE
Weather
Pirate Group
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Persistent
Trust Points
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Miscellaneous
Time Units
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Heads
Tails
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Success
Double success
Failure
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Tile token TT
Coins
Pirate Flag token
Dice results 2-6
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Player Character PC
Non-Player Character NPC
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Game Modes 2
Game Modes
CHAPTER II
Campaigns
treasures and fame.
Chapter 1 Port Phase
Next chapters...
by a storyline.
Lone Pirates
The players will follow the chapter order of the campaign as they
cooperate with each other to achieve success, while competing for
the captaincy of the crew. The Captain has numerous advantages
over other players, such as a higher salary, privileges during the
stay in Port and the possibility to decide on other aspects of the
game such as the deployment and attacks of Enemies. You can play Skull Tales’ campaign in solo mode. Most of the rules
apply to Solo Mode, but in some cases you will find a text box like
Before starting the Campaign, each player must choose a Character.
the following one to clarify certain rules for this game mode.
Throughout the campaign, each player will try to improve their
Character's skills, weapons and items to become the richest and
most famous pirate captain of all time.
Chapters
When you find a text box like this, it will contain some rule
or clarification to the Solo Mode. In Solo Mode, you choose
a Pirate as Captain and 3 random Allies (see Allies, pg. 7).
Each chapter presents a number of challenges that you must
complete, and depending on which ones you manage to complete,
you can attain different degrees of success and thus earn different
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rewards. In addition, completing the goals also determines whether
As Captain, you may hire new Allies during the Port Phase,
you can move on to the next chapter or if you must replay the
current chapter.
paying the and
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costs indicated on their Ally Cards. You
must pay their salary and Fame cost each time you arrive in port.
Each chapter consists of up to 3 Phases: Port, Voyage and
As the Captain, you may lead a maximum of 3 Allies during
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Adventure. The campaign book details how to interpret the
the Adventure Phase, but you may hire more allies to assist you
chapters, and the particular rules to be applied, which will prevail
during the Voyage. In any case, the number of Pirates plus Allies
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over the general rules in case of conflict. There, you will also find
may never exceed 5.
which is the initial Phase of each chapter, the steps to follow, and
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sometimes even if you have to skip a Phase; this is the case of The Captain may pay Allies with the Crew's Booty (see book II,
the first chapter, which starts directly in the Adventure Phase and pg. 3). A Captain who is stranded or captured (after losing a naval
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skips the previous Phases. The duration of the chapters may vary combat in the Voyage Phase or when the crew mutinies), will
from approximately 120 to 240 minutes.
Chapter Phases
draw three Allies at random to play the corresponding Adventure
(put the available Character tokens in a container and draw three
at random).
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based on Rounds.
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The Port Phase takes place on Tortuga Island, where you have
your base. There you can upgrade your ship, your crew and, of
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3 Components
Components
CHAPTER III
Manual de Puerto
LIBRO II
avesía
Manual de Tr
O III
LIBR 10 6-sided dice 20 color gems 40 Coins
in 2 colors (valued 20) (10 gold coins of value 10,
10 silver coins of value 5,
3 Rulebooks 1 Campaign and 20 bronze coins of value 1)
book
52 Miniatures:
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Components 3
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228 Tokens
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36 Tile tokens (TT) 1 Pirate Flag token 31 Goods
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tokens
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8 Throwing
10 Fallen Enemy weapon tokens 5 Dials and
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tokens 1 Dial
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1 Zombie token
10 Dead End/ 10 Sea Enemy
Hidden tokens tokens
1 Compass/
Clock token 40 Wound
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12 Pirate
tokens 14 Destiny Point
5 Goal tokens tokens
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12 Impact
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5 Cannon
11 Door tokens tokens 1 Dirt token
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4 The Characters
The Characters
CHAPTER IV
In Skull Tales, each player takes the role of a Pirate. Each Pirate Allies: they are Characters that help the Pirates and are controlled
has a token, a miniature and a Character Card detailing their by the players. In general, they follow the same rules as the
attributes and skills. Pirates, although they have fewer actions available, and both
their skills and attributes may be different (see Allies, pg. 7).
Non-Player Characters (NPCs), which are secondary characters
that you encounter occasionally during the adventure, may appear
in some chapters.
Mind the eye patch, me matey! Pay attention to the following definitions:
Pirates
16. When your Pirate is wounded, you lose 1 until 10 Perception : used to overcome perception-related
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your health is fully restored. However, this effect is not checks and actions, such as ‘Search’ inside a room or
cumulative, only a single can be lost in this way. on a tile.
3 Health : is the total amount of Wounds your Pirate 11 Character Class: indicates their training background. It
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tokens from the Character Card. skills, one type related to the Adventure Phase and the
other to the Voyage Phase. You can check the skills in
4 Destiny Points : these points have different uses,
book II, pg. 10.
although you can only use one per turn. They do not
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consume and can be used to: 13 Starting Gear: indicates your Pirate's weapons and
a) Discard one during your turn. items at the start of each Adventure Phase.
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The Characters 4
Enemy
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4 Health : is the total amount of Wounds the Enemy
can sustain before being defeated. When an Enemy receives 8 Behavior Patterns: are the possible behaviors that this
as many as indicated on its card, its miniature is removed type of Enemy has if it is not adjacent to a Character (see
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and a random Fallen Enemy token is placed on its space. Enemy Behavior, pg. 28).
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5 Fame : this icon represents the Fame gained by the 9 Type: each Enemy belongs to one of the following
Pirate who delivers the final blow to this Enemy.
types: Human , Supernatural , Sea Monster .
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7 Skills: each Enemy has skills that they can use along their the number of Characters varies.
actions. The skill under (+) is added to the previous one in
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5 Dice rolls
Dice Rolls
CHAPTER V
During the game, you will often have to resolve skill-related Destiny Points: remember that, in any Phase, you can spend
challenges, combats and events, which are resolved by rolling dice. one after making a dice roll to increase the result of each
Take the following information regarding dice rolls into account: die by +1, in your , , , , , or rolls (see Destiny
Charisma rolls
Phase, a result of "6" on the die, without applying modifiers, is
considered a "critical roll". This result is not affected by penalties
on the rolls. A critical attack roll can only be blocked by another
critical roll obtained by the defender. The attacker causes one Charisma is a special Character attribute, and the dice rolls are
extra for each critical hit obtained that is not canceled by different from other rolls made using the other attributes. Any
the defender. This can be added to the bonus that a weapon die roll is resolved by rolling a die and adding the value of
may have, for instance, if a vial of poison is applied to it. the Character. This applies both to difficulty rolls, as well as to
Some Pirate weapons have special "optional critical" or confronted rolls. In the case of confronted rolls, the winner is
"additional critical” rules. When your Pirate rolls a critical with whoever gets the highest result and, in the event of a tie, the tied
a weapon that has an "optional critical", you may choose to players repeat the roll.
Behavior rolls
apply the optional critical effect instead of dealing an additional
. However, if it is an "additional critical", you may deal an
extra as usual and, in addition, trigger the effect described
in the card.
Bonus Limits: a Character who obtains several bonuses that Occasionally, Enemies must make a Behavior Roll to determine
affect the dice of a single roll, either due to cards or skill their behavior. If an Enemy is NOT adjacent to a Character, roll a
die and consult the behavior chart on its Enemy Card to read the
effects, is limited to using only the most favorable bonus.
text associated with the die’s result.
Difficulty rolls
However, other types of bonuses, such as the increase of
inflicted by a weapon, can be added together (e.g. using a Vial
of Poison and the Vigorous skill).
Whenever you have to make this type of roll, you will find a
value to exceed and an attribute associated with a number of
The Cutthroat has learned the Fencing skill (the Character successful rolls. You get one success ( ) for each die that exceeds
adds +1 to her rolls with swords or daggers) She uses the the specified value.
Siamese Swords (adds +1 to the attack). When attacking
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an Enemy, the Assassin can only use a single +1 bonus. Difficulty rolls usually require a single successful roll to pass.
However, some situations require at least two successful results
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get several penalties that affect the result of the same roll, they
are all added together. The Voodoo Shaman must pass an “ 4 (2)” roll. This
means that you must roll as many dice as your Character's
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Agility value, i.e. 3 dice, and that you need to get at least 2
results of 5 or 6 (higher than the specified value) to pass
successfully. You roll the 3 dice and get a 5, 5 and 2. You
The Sea Dog, who wields an axe in his weak hand, makes got 2 successful rolls and pass the difficulty roll. However, if
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a consecutive attack with it, so he must subtract 2 from his you got only one successful roll or none at all, you would
roll (-1 from the consecutive attack and -1 from attacking have failed the roll.
with his weak hand).
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How to start 6
Confronted rolls
The Sea Dog wants to ‘Push’ the Surgeon against his will.
This type of dice roll takes place when your Character attempts To perform this action, they must make a confronted
to perform a given action against another Character or an Enemy. vs roll. The Sea Dog's is 3, while the Surgeon's
In this case, a Character attribute or skill is indicated, which you is 2. The Sea Dog rolls 3 dice and must exceed the
must use to overcome the attribute or skill of your opponent. Surgeon's 2 value on each die. As for the Surgeon,
Roll as many dice as indicated by your Character's attribute, he rolls 2 dice and must exceed the Sea Wolf's
and you get one successful roll for each result that exceeds the 3 value to get a successful roll. These are the dice results:
value of your opponent's attribute or skill. In the same way, your
opponent will try to exceed the value of your attribute, rolling as Sea Dog Surgeon
many dice as indicated by their own stats. Finally, compare the 2, 3 & 5 3 2&4 2
number of successful rolls, if you got more successful rolls than
your opponent, you can perform the action. In case of a tie or With these results, the Sea Dog gets two successful rolls (3
defeat, the action fails. and 5) while the Surgeon gets only one (4). Thus, the Sea
Dog manages to push the Surgeon.
How to start
CHAPTER VI
Anchors aweigh!
Well, me hearties, it's time to weigh anchor and set sail. Any Enemy Cards, other cards, or skills that contradicts the
general rules will take precedence over the general rules.
If you are going to start a campaign, you must first choose a Pirate
and take their Character Card. If two or more players want the Any chapter rules that contradict the general rules or the rules
same Pirate, the dispute must be resolved at random. of Enemy Cards, other cards, or skills will take precedence over
those rules.
Once all players have chosen a Pirate, if you are going to start
a campaign, read the first chapter of the campaign. It gives you If a Character's skill is in conflict with an Enemy's special skill,
background information about your mission, and indicates which the Character's skill prevails.
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However, if you are going to resume an ongoing campaign, each Players are allowed to negotiate and reach agreements of all kinds
player takes the Pirate's Record Sheet and Character Card with in Skull Tales, as long as they are not expressly forbidden by the
which they started the campaign along with the gear they have. rules or there are no rules that regulate the use of the elements that
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make up the deal between players (such as the use of certain Gear
If this is your first voyage, continue reading this rulebook to cards exclusive to some Characters).
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the chapter instructions and take a sip of rum, because you are to share a reward at the expense of a third, sell an item to another
going to need it! Character at an agreed price, or the promise of special booty to
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In any situation where rounding is necessary, always Your Character’s and/or cannot be used as a bargaining chip
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round up. under any circumstances, since they are non-transferable elements
of each Pirate.
Contradictions
made when switching between the different Phases of a chapter
(these are times when the Characters are usually together on the
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Pirate Ship).
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contradicted by the rules detailed in the game components. When entirety, so beware of these scoundrels because if you reach out to
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this happens, follow these guidelines to clarify any rules conflict: them they will take even your arm.
7 Adventure Phase
Adventure Phase
CHAPTER VII
Tokens
By Neptune's beard! The time has come to prove your worth, you rapscallion.
If you want to be a real sea dog, you have to use all your skills to explore
the Hidden places your old ship takes you to. But, blistering barnacles!, the
mission will not be easy. Your crewmates will help you complete it and send This section describes a large number of cardboard tokens that
all the enemies that cross your path back to meet their maker. have various uses in the game. Don't worry about trying to learn
Adventure Components
what each one is specifically used for, the rules will remind you
when to use each one, because... after a shot of rum, you probably
Adventure Board
It is used as a counter on the Adventure Board
Fame Dials
Magic Board
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12 and 14 on Magic).
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Wound Tokens
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Tiles
Suffering Wounds).
The tiles form the board where the actions and movements of These tokens are placed face down next
Characters and Enemies are carried out during the Adventure
to the playing area. Each time an Enemy
Phase. There are Island, Cave, Temple, City-Village and Special
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Adventure Phase 7
Character Tokens
They have multiple uses, such as indicating They are used to quantify the booty that your Character collects
if your Character has already performed the during the adventure. are obtained by completing goals, by
'Insult' action (by placing it next to your searching Fallen Enemies, and by other means. The color of
Character card), or if you've been captured by each coin indicates its value: Copper = 1; Silver = 5; Gold = 10
an Enemy (by placing it under the Enemy). and Gem = 20.
These tokens are also used when your Character
uses the Stealth skill (replacing your miniature
with this token for as long as you are Hidden).
Goal Tokens
These tokens are given to the Characters as
they fulfill the goals listed in each chapter of the
Campaign Book. At the end of the Adventure
Cards
Phase, fulfilled goals are traded for the and/
or value shown on the chapter's Goals Chart.
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Items: as the name suggests, these can be exotic artifacts, face down when you use it, preventing its use until it is turned
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weapons, utensils and even treasures. Unless stated otherwise, face up again in the Adventure Event Round (see pg. 15).
this type of Goal tokens occupy a space in your Character's Item limit: your Character only has room to carry all
inventory. If your Character already has three non-starting Gear of your starting gear plus 3 non-starting items such
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or Legendary cards, you must discard as many as you need in as Gear cards, Legendary items and/or Item tokens.
order to collect this goal token. Rum and Brew Gear cards occupy half a space, i.e.,
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Door Tokens
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7 Adventure Phase
5 2
2
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7 9 8 9
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Magic Cards
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Gear Cards
Some Pirates have magical abilities represented by these
cards. In order to apply the effects described in them,
These cards represent the panoply that Pirates can use the Pirate must spend to use them. This type of card
and their potential effects. Pirates begin each Adventure contains the following information:
Phase with their own starting gear, and may upgrade 1 Name.
their equipment throughout the campaign. 2 The cost.
These cards count towards the 3 item limit that your 3 Skill level required to be able to use it: to use level
Character can carry if they are not part of your starting gear. II magic cards you need to learn a specific skill (see
Voodoo II, book II, pg. 17).
Item/weapon name 1 .
4 Effect description.
Cost 2 : this is the price you must pay for it if you
want to acquire it and it is not part of your starting
5 Cooldown time: casting a spell is a strenuous effort
gear. Some cards show a Character icon, instead of for your Pirate, so you need to recover before using
having a cost. These exclusive cards may only it again. Whenever you cast a spell, place the card
be used by that particular Pirate. on the indicated space of the Magic Board. During
each Adventure Event Round, move the card one
Usage: one or more icons indicate how to use a Gear card: space to the right until it reaches the number zero,
spaces, at which you can attack with this weapon. territory where constant
For some weapons this distance is equal to the dangers may be unleashed.
numerical value of your Pirate's (see Throwing These cards present various
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Search Cards
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There are Legendary item cards among the Search
cards that you must set aside from the deck to be used
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when indicated in the Campaign Book (see below).
that you have gained with these cards and return them of 3 items your Character can carry.
to the deck.
Although they have the same back as any Search card,
With the exception of Legendary items, any other they can be easily identified by looking at the different
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Search cards (Rum, Brew, Rope, etc.) not used at background used for the card name 1 .
the end of the Adventure Phase are not noted on the
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Record sheet and are returned to the Search deck so If an effect involves the loss of a Legendary item card,
that they can be used in the next adventure. In turn, discard it and it will become part of the Search deck
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when a Search card is used during the adventure, it is once it is reshuffled, allowing the Characters to find it
discarded until the end of the adventure. again by performing 'Search' actions.
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7 Adventure Phase
the chapter and leave them place them in the game area.
within reach of all players
10 Deployment: if the crew
for reference.
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Remember that in the event of a dispute between players has a Captain, the Captain
7 Pirates: if you are playing or a situation that the rules are not able to clarify, it is up will have the Initiative and
the first chapter of the to the Captain to decide how to resolve it. will decide the order and the
Campaign, each player spaces where the Character
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otherwise stated in the chapter, players start with no , nor . Charisma roll. The winner will have the Initiative for the time
being (see Initiative, pg. 15).
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registered Story text: the Captain, or the better-versed Pirate, reads aloud
When resuming a campaign, each player follows the previous
step but starts with the amount of and
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after the last game, as noted on their Record Sheets. the goals and special rules detailed for this Adventure, since
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Sheet are safe and are not lost during the adventure. rum and get ready for what is to come. Yo-ho-ho!
Adventure Phase 7
Enemy Round
Often, the most important tiles in each chapter of Once all players have taken their actions, it is the Enemy's turn,
the Campaign Book are marked with a series of who move and attack during this Round.
with colors and/or letters marking doors, buildings or
spaces. These marks will acquire significance when the Enemies are activated following the order indicated in the
corresponding Story Moments are read as the Characters "Enemies" section of the Campaign Book. All Enemies of the
progress through the chapter. same Class must be activated before moving on to the next
one. The Captain (or the player with the Initiative if there is no
Captain) decides in which order the Enemies are activated when
there are several of the same Class.
Character Round
However, if a Story Moment mentions a Goal or
Fallen Enemy token, do not remove it from the
tile even if the conditions for removing it are met.
During this Round, in turns, the players have the opportunity to If an Ally is not on the same tile as another Character,
perform actions and advance to achieve the goal. or has no LoS to any Character in other tiles, remove
that Ally’s miniature from the game. (see Allies, pg. 25).
For Character Actions, see pg. 16.
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holds the Initiative, that Pirate will take the Initiative and will be and any Stunned Characters that failed to recover.
the one who decides the turn order of the players. If there is no
Captain, the Initiative will initially go to the player who wins a
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5. Perform any rolls related to the Characters' states, e.g., Poisoned.
confronted roll. In case of a tie, repeat the roll between the 6. Flip all depleted cards face up to indicate that they can be
tied players (see Dice Rolls, pg. 8). used again (see Deplete cards, pg. 11).
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in the current Adventure Phase will be taken into account. 8. Draw a random Event card if all Characters are on tiles with
Obtaining the Initiative does NOT make you Captain, if no Enemies and have no LoS to any Enemies on adjacent tiles.
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you want to obtain the captaincy consult the Mutiny rules, If the card does not apply to the situation the Characters are
book III, pg. 8 of the Voyage Phase. currently in, discard it and move on to the Character Round.
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7 Adventure Phase
Move
Some Adventure Event cards indicate that new Enemies For each you spend, you can ‘Move’ your miniature from your
spawn and launch an attack. These attacks are immediately current space to an adjacent space, either vertically, horizontally or
diagonally, following the movement rules below:
Note that you can cross the space of a Character who is Engaged
in combat with an Enemy without your Character becoming
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Character Actions
Enemies that are Stunned, Knocked Down, or Hidden
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You can use the Action Points Dial to keep track of how
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Walls
Types of terrain
They are all those red and black lines, identical to those framing
blocked spaces. Walls are obstacles that interrupt the LoS, their
The following is a description of the different types of terrain you corners impede movement and can break adjacency between spaces.
may encounter on a tile:
Water spaces
These are the spaces framed by blue edges. To move from a water
space, you must spend 2 instead of 1.
Exit spaces
These spaces are always located at the edges of the tiles and
indicate the place from where you can ‘Explore’ (see pg. 23), and
where the Enemies of the Enemy Chart (see campaign book, pg.
3) spawn in most cases.
Obstructed spaces
These are the spaces framed by red and black lines. You cannot
through these spaces, which means that you cannot end your
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on them either. Also, their corners prevent diagonal movement
and block the LoS just like the movement.
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Empty spaces
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7 Adventure Phase
Attack (2 )
you receive as many as indicated by the on the Enemy Card.
These are inflicted a single time when passing by each Enemy,
no matter how many spaces adjacent to the same Enemy your
Character crosses.
The type of combat is determined according to the Enemy’s
For instance, if your Pirate runs across three spaces adjacent to a position relative to your Character's miniature and the weapons
Redcoat, you will only receive 1 . your Character is using (see Combat). On the other hand, based
on the frequency and type of your attacks, your Pirate may have
If your Character wants to perform an action other than those mentioned to apply special modifiers (see Attack Types, pg. 21).
Combat
above, you must spend 1 . After doing so, you can perform a single
extra action with a cost of up to 3 , and your turn ends.
Melee
slows down every time she leaves a water space (2
) and, since she is running, she does not have to stop
her movement to engage with the Redcoat. However, the
Redcoat inflicts 1 on her as she continues to run. Finally,
she must perform an orthogonal movement when passing
by the corner (marked in red) to position herself on the A melee takes place when your Character fights at least one
Goal after having spent a total of 10 . Enemy on a space adjacent to your miniature, if your Character
has a weapon card in either hand with a attack value.
For each successful hit by the attacker that was not blocked,
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the attack.
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Adventure Phase 7
Unarmed defense: your Pirate can only use the value for defense if you
are equipped with either a weapon or a two-handed weapon.
If you are unarmed, or equipped with a one-handed weapon,
The Sea Dog performs a ranged attack with his pistol
you defend yourself by rolling a single die instead of your value.
against a Redcoat with a value of 2 . He has 3 dice
Enemies and Allies are always ready to defend themselves. . and, after rolling them, he gets 2, 3 and 5, surpassing the
Redcoat's with the 3 and 5. Then, he inflicts his gun’s
damage for each hit (2 per hit), defeating the Enemy and
replacing its miniature with a Fallen Enemy token.
The Surgeon makes an attack with his sword against a
Redcoat (who has 2 ). The Surgeon rolls his 3 and
gets 3, 5, 6 on his roll. Since the Redcoat's is 2, the
Surgeon got two regular hits (3 and 5) and one critical hit
(6). Next, the Redcoat rolls his 2 dice for defense, and
gets a 3 and a 4. Since the Surgeon's is 3, the Redcoat
has only managed to beat it with his 4, so the Redcoat gets
only one hit. Comparing the hits by the Surgeon and the
Redcoat, you see that the Redcoat only managed to block
one hit (the Surgeon's 3 or 5), so the Surgeon wins this
combat. The damage caused by each of the two unblocked
hits will be whatever the weapon card used indicates (the
sword, which causes 2 per successful hit) +1 extra of
the critical hit. In total, the Redcoat receives 5 (2+2+1)
and is defeated, so a Fallen Enemy token is placed to
replace its miniature.
2 4 1 3
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Curación:
2
2
Cirujano
3
puedes gastar 3 incluso para
descartar una tuya o de otro
Personaje adyacente. Al descartar
una de otro Pirata siempre
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sumas 1 y el otro Pirata
Medicina:
resta 1 a sus , si puede.
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Sumas 1 a tu tirada para recuperar
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a un o Personaje incapacitado
desde la Cubierta Principal.
Espada y Pistola
Ranged Combat
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Ranged combat occurs when a Character that has a weapon
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with a value equipped in either hand, attacks an Enemy who
is not adjacent to the Character’s miniature, or another target such
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7 Adventure Phase
To perform a , a Character
must have weapons that exceed
the melee range. All these
The Sea Dog has a clear Line of Sight to the Redcoat, who is
weapons can be identified in the corner at Range 3, with no penalty, and would roll one
by the icon on their cards. less die to attack the other Redcoat because the LoS crosses
They can be classified into the the space of his crewmate the Surgeon. He has no LoS to
following types: the Officer because there is an obstructed space that blocks
if the LoS crosses over one or more Characters, but in that case
you must roll one die less for each Character your LoS crosses.
When this happens and you roll 1 on all your dice, instead of
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the Enemy, you hit the nearest Character crossed by your LoS,
who suffers the damage of your weapon.
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Adventure Phase 7
Attack Types
Range
Range is how far a weapon can reach, and is calculated by counting Your Pirate can perform single, consecutive or alternate attacks.
the number of spaces from the starting space to the target space, in Allies are not affected by these rules.
a straight line and ignoring any obstacles. Chasm and roof spaces
(see pg. 17) count as a single space when determining Range.
Single Attacks
can attack from a distance. If the Voodoo Shaman wants to
shoot with a Range 3 weapon, the space marked in gray is
the one that would be within the LoS but outside the Range
of that weapon.
This type of attack happens when, after performing an ‘Attack’
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(either , or ), the Pirate performs a different action before
Consecutive Attacks
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performing another ‘Attack’ action . ES
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When your Pirate makes two or more consecutive ‘Attack’ actions
2 3 4
, either against the same or a different Enemy, with the same hand
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or equipped weapon (see pg. 12), you are making consecutive
attacks. For each attack action after the first, you must spend
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2 3
another 2 , but you must apply a -1 penalty to all the dice of
the roll (this penalty is not cumulative). If your Pirate performs a
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different action between the two attacks, they are not considered
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consecutive attacks.
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Pirate has lost a hand due to a Permanent Injury (see pg. 32).
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7 Adventure Phase
Switch Equipment (1 )
Suffering Wounds
With this action you can switch the weapons and items carried by
your Pirate in both hands. Your Pirate can equip any weapon or
item in your bag by switching it for any other weapon or item in
When a Character or Enemy suffers damage, place the appropriate your hands at the time. You can make all the modifications you
number of tokens on the Character Card (or Enemy miniature) need to your Pirate with a single action.
according to the amount of damage received. When the number
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of tokens equals the value indicated on the Character or Enemy A ‘Switch Equipment' action also allows you to trade Gear cards,
Card, they are defeated. Characters fall (see Unconscious, pg. 30) Search cards, Item Goal tokens, and even , with a single adjacent
and Enemies are removed from the board and replaced by a Fallen Character. Only the Character playing the turn will pay the
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Enemy token (see Fallen Enemy, pg. 29). cost. Both the giving and the receiving Characters can re-equip
their items without any additional cost. There is no limit to the
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In the case of Pirates, if you suffered at least one without falling , number of items that can be traded or re-equipped with this action.
you lose -1 (see Wounded, pg. 30).
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result of the die. An example would be the Freedman Ally If your Character gets a starting gear card from another
with his Great Hunter skill. Pirate, you lose it at the end of the adventure.
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Adventure Phase 7
If you Character reaches the limit of items allowed (usually 3) and gets
an additional item for any reason, you must drop any excess items of
your choice. In this case, it is not necessary to spend to drop them.
Explore (1 )
the game along with the item they are marking.
Push (1 )
exit space of your current tile (see Types of Terrain, pg. 17) and
you decide to reveal a new tile to enter it.
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token at random from those indicated by the chapter. Place the tile
push Enemies, unless you have some skill or item that allows you to indicated by the token any way you like, but you must connect the
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do so. This action can usually be performed in the following cases: exit space of the tile where your Character is with any exit space
of the tile you are going to place. Next, place your Character on
If you want to move through another Character's space and they
one of the adjacent spaces of the revealed tile, keeping in mind the
don't allow you to pass, or if you want to move a Character's
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corners caused by the tile edges (see pg. 14).
miniature out of their space against the owner's will, you must
make a confronted roll.
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In the event that, due to space or design issues of the other tiles,
you have no way to place it, place a Dead End token, advance
If your Character wants to ‘Push’ another Pirate or Ally by the one space, and both the tile and its corresponding Tile
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mutual agreement, whoever performs the ‘Push’ action makes token are shuffled back into their respective draw piles.
a roll with a difficulty equal to the target Character's
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(an Unconscious Character can also be pushed in this case, If the tile number corresponds to a tile indicated in the chapter
without the need to grant their permission). description, check the Story Chart and read the Story Moment
when applicable.
In both cases, the outcome may be:
After placing the tile, check in the corresponding chapter or
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the pushing Character chooses an adjacent empty space and Story Moment if there are specific Enemies that spawn on the
places the pushed Character there (ignore corner restrictions). new tile. If not, and the Campaign Book does does not indicate
This allows the Character doing this action to separate another Enemies that spawn on the revealed tile, make a roll on the
Character from an Enemy with whom they are Engaged, or Adventure Enemy Chart and place them according to Enemy
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even to throw them into a chasm. Spawning rules (see pg. 27).
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7 Adventure Phase
Jump/Climb (2 )
Example of a Dead End. The tile cannot be placed at the Occasionally, the board allows you to interact with it, either through
exit, so you must place a Dead End token. different heights or cut-out areas. The dashed lines in some spaces
Jump
(such as chasms or roofs) represent the difference in height.
Insult (1 )
your Character falls Unconscious on the same space
from where you jumped.
You can use any item that allows you to ignore the ‘Jump’ roll,
A Character adjacent to one or more Enemies can use an ‘Insult’ so that the jump automatically succeeds, but your Character must
action to gain 1 die in defense against all adjacent Enemies, until still spend 2 for the ‘Jump’ action plus those needed to ‘Use’
the next turn. Place your Character token on your Character card as a the item (see pg. 23).
reminder. You must role-play your Character by hurling a pirate-style
insult or taunt in order to make the game session more fun.
Magic
The Cutthroat is facing a chasm with difficulty 4, which she
decides to ‘Jump’ over. She will roll 4 dice thanks to her
4 value. She rolls the dice and gets 1, 3, 4, 5, resulting in a
Pirates with magical abilities may spend to activate their spells that allows her to place herself on any empty space at the
or cards. The required amount is indicated on the magic card other side of the chasm.
you want to use. Follow the instructions on said card to perform
the action (see Magic Cards, pg. 12).
Disengage (2 )
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Climb/Descend
without taking damage.
your Character still Disengages, but the Enemy with higher
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adjacent to them.
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Adventure Phase 7
Allies
revived Character may play this turn if they haven’t already.
In the case of Pirates, they suffer a Permanent Injury
(see pg. 32). They also discard all of their and lose
this turn if they have not played yet.
During the Adventure Phase, at the beginning or end of your
In the case of Allies, they die and are removed from the Pirate's turn, you may activate an Ally under your control.
Adventure Phase. You may rehire the same Ally archetype in
any subsequent Port Phase. When activated, an Ally can perform two actions, either repeating
the same or doing different actions. For example, an Ally could:
You cannot perform this action if there is at least one Enemy
(that is not Stunned, Knocked Down or Hidden) on an
adjacent space.
Reload Firearm (3 )
1st action: ‘Move’ to be adjacent to another Character
2nd action: ‘Revive’ a Character
1st action: ‘Pick Up’ a Goal token
2nd action: ‘Search’
At the start of an Adventure Phase, the firearms of all Pirates are 1st action: ‘Attack’ an Enemy
loaded. After firing a firearm, it becomes unloaded (turn the card 2nd action: ‘Loot’
90° and place it horizontally to indicate this) and cannot be fired
again until it is reloaded. This action allows you to 'Reload' an
unloaded firearm, regardless of whether it is equipped or not.
Each action will only allow you to 'Reload' a single firearm (see
Firearms, pg. 20). Although, due to certain effects and skills, an Ally may exceed
two actions to spend in their turn, under no circumstances may
Neither Allies nor Enemies need to ‘Reload’ their firearms. they perform more than three actions per turn. For instance, in
the case of the Cutthroat, she could spend an action to use her
You cannot perform this action if there is at least one Enemy Reaper skill to attack twice, spend another action to move and,
(that is not Stunned, Knocked Down or Hidden) on an thanks to the Command skill, receive a third action to spend to
adjacent space. attack again.
Loot (1 )
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Each Ally can carry a maximum of 3 items, but will only use
those that allow them to discard at the controlling player's
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discretion. For anything else, the only thing they can do with the
items is picking them up and/or trading them with a Pirate. Thus,
It is mainly used in the following cases:
although an Ally can pick up weapons, they cannot use them,
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If you are adjacent to or on the same space as a Fallen Enemy since they use the combat and damage values marked on their
token you can reveal the token and obtain the indicated reward, Ally card.
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returned face down to the pile. circumstances, whether by cards, defeating Enemies, or situations
described in the Campaign Book.
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Enemy token, you only get what the text indicates, considering the
token as if it were blank.
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7 Adventure Phase
Actions they CANNOT perform: Allies cannot perform the Allies can be healed by another Character and can also use
following actions: ‘Run’, ‘Reload’ or ‘Take a Breath’. cards to heal themselves at the controlling player's discretion.
‘Attack': for combat purposes, an Ally fights with the values When an Ally completes an Adventure Phase, discard the on
indicated on their Ally Card, since they cannot use Gear cards. their Ally Card.
When an Ally defeats an Enemy, the corresponding are When an Ally falls , advance the Pirate Flag token on the
ignored. Finally, if the Ally defeats a Cursed Enemy, they suffer Adventure Board, but they do not roll dice during the Event
one instead of becoming Cursed.
Zombie
As an Ally, the Witch decides to use her first action to
move, which grants her 8 Movement Points: she moves The Voodoo Shaman's Zombie basically functions as an Ally with
two spaces 1 by spending two points and then decides the following twists:
to spend her second action to ‘Pick Up’ a Goal token from
an adjacent space 2 . Although she has no actions left, she Unlike other Allies, the Zombie's attributes are indicated on a
still has Movement points so she decides to ‘Jump’ over the Spell card instead of an Ally Card.
chasm (using two Movement points, the same amount
that a 'Jump' action costs the Pirates) 3 , passing the Agility The Zombie has two actions that it can perform before or after
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roll and landing on the other side on a space of her choice. the Voodoo Shaman's turn.
She then moves one space 4 and ‘Explores’ the adjacent
The Zombie cannot perform the following actions: ‘Search’,
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5 5
is removed from the tile without advancing the on the
2
4
Adventure Board.
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3
1 5
Even though it is represented with a token, it counts as a
miniature for LoS and end of purposes.
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5
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Allies may also spend one of their two actions to perform a special
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action described in the chapter with an cost for the Pirates.
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Adventure Phase 7
Enemy Management
It is also possible that new Enemies may spawn as a consequence
of a 'Search' by drawing a Search card in the Character Round,
or as a consequence of an Adventure Event card during the Event
Round. In these cases, use the Enemy specified on the card or, if
During the Enemy Round, each Enemy class will be activated in none is specified, place the Stray Enemy indicated in that chapter.
the order indicated by the Campaign Book chapter. The Enemies
Enemy Placement
of the same class will activate in the order decided by the Captain
(or the player with the Initiative in case there is none) and will
take a turn. In its turn, an Enemy will make a attack against an
adjacent Character or make a Behavior Roll when not adjacent to In some cases, when Enemies spawn, it is specified where
a Character (see below). they should be placed, e.g., adjacent to a goal or adjacent to a
Certain attributes of the Enemies have two values. If at the Character, etc.
beginning of the Adventure Phase there are 4 or 5 Characters in When you need to place Enemies and there is no indication of
play, use the yellow values and add the second Special Ability of where they spawn, apply the following priority criteria:
the Enemy. If at any time during the Adventure Phase the number
of Characters decreases, the values of the Enemies do not change 1. Place the first Enemy on the exit space farthest from the
and the initial difficulty is maintained. Characters or, in the case of a room, on the space adjacent to
the farthest door of the newly opened room (whether closed
Remember that, in case of doubt, any decision concerning the , or open).
spawning or Enemy attacks, is made by the Captain (or by the
player who has the Initiative if there is no Captain in the party). 2. Place the next Enemy on the next farthest exit space on the
same tile. If there are no other exits (ignore the exit where
For instance, if new Enemy Classes that are not referenced in the Character entered the tile or room), place the Enemy
the description of the Campaign book spawn due to Adventure on a space adjacent to the exit space where you placed the
Event cards, the Captain decides the activation order of these new first Enemy.
Enemy Classes after resolving the turns of the Enemies that are
referenced in the chapter. 3. Continue placing Enemies one by one following the
previous rule, until there are no more Enemies left to place.
Enemy Spawning
4. When the tile has no exit spaces or the room has no
more doors, you must place the Enemies on the farthest
spaces of the newly opened tile or room in relation to the
Enemies spawn each time a new tile is placed, (see Explore, pg. space where the Character who revealed the tile or opened
26) or when a door is opened. Therefore, Enemies normally the room is located.
spawn during the Character Round.
5. In case the open room has more open doors that communicate
Each chapter contains an Enemy Chart that indicates the Enemy with other rooms, the roll and spawning of Enemies will only
Classes and quantities that you must place on each newly explored be done for the room whose door has just been opened.
tile or in a newly opened room. To do so, you must roll a die and
check the result on the chart. Enemies must be placed in the order At the time of placing an Enemy, if you do not have enough
indicated on the Enemy Chart, first those listed in first place, then miniatures of a specific class, advance the Pirate Flag one space on
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those listed second and so on. the Adventure Board for each different Enemy Class that you
cannot place in full.
However, the Campaign Book indicates the number, Classes and
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placement of the Enemies you will encounter on certain tiles
or rooms, so ignore the Enemy Chart in those cases. Village
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tiles include several rooms and streets. Each of them should be An absent-minded player decides to explore a tile without
considered as separate areas when it comes to Enemy Spawning realizing that all the Officers and all but one of the Redcoats
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(see Enemies in the City-Village). are in play. He rolls the die for the Enemy roll and checks
his result: 2 Redcoats and 1 Officer. The first Redcoat can
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7 Adventure Phase
The Enemy moves as many spaces as possible to reach the If a Redcoat gets "Disrupt rearguard" on his Behavior
destination via the shortest path. If it can reach the target Roll, he would first try to move to the farthest Character
specified on its Behavior Chart without spending all of its , with whom he can have LoS and Range to perform
any excess points are lost. a . If that condition cannot be met, (perhaps because
there is no Character within his LoS), then he simply
The behavior indicates whether you use the printed on the Confronts, which implies that he moves as many
Enemy Card, half ( /2), or double ( x2). spaces as indicated by the on his Enemy Card.
However, in the case of a Bootbiter who gets "Scourge "
When the behavior indicates that the Enemy Confronts or in its Behavior Roll, it will try to move towards the nearest
moves towards a target to attack it next, and that Enemy can Character, even if it is not possible to reach it.
perform a , it does NOT need to move if the target is within
its Range and LoS at the time of the Behavior Roll. If it doesn’t
have Range and/or LoS, and the behavior indicates that the
Enemy moves towards the Character before making an attack,
it will move as many spaces as allowed by its and as needed If there is any doubt as to how to interpret the behavior of the
to attack as soon as it has LoS and Range. Enemies, the Captain decides how to act.
Enemy Movement
In case that the Enemy can only perform attacks, it moves
towards the target Character, placing itself on the farthest space
adjacent to its target it can reach with its , to make room for
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other Enemies. The Enemies move following the standard rules, with the
In case the behavior targets a Character based on an attribute following adjustments:
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or state not possessed by the Allies (e.g., based on the ), the An Enemy will move as many times as indicated by its behavior.
Allies will not be considered as potential targets.
Generally, an Enemy will ignore an Unconscious Character
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If a Skeleton gets "Scourge of the Damned " on its Behavior Enemies do not engage when moving adjacent to Characters.
Roll, it would first try to reach a Cursed Character (Allies
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cannot be Cursed) and if it can't, it would try to reach the Enemies can move from one tile to another as long as
Character with lower (Allies do not have this attribute). between the two is allowed.
Thus, in both cases, its target would be a Pirate.
Enemies ignore the additional cost of moving through water
spaces, as well as the to ‘Jump’ over chasms and the penalty for
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Offensive actions: sometimes an Enemy's behavior targets the Chasms count as a single space for and Range purposes.
last Character to perform an offensive action. In these cases,
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Enemies cannot end their turn on a chasm space. And, like the
Characters, they must end their on an empty space.
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Adventure Phase 7
Fallen Enemy
(as indicated), instead of only one, during the Enemy Round.
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An Immortal Enemy that has not been looted
If for any reason you have no more tokens of this kind available, re-spawns at the start of the Enemy Round on the
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space where its Fallen Enemy token is, without any
ignore them. Each Fallen Enemy token shows a value ranging
from 0 to 3 on its back, or the icon of a Search card, which must tokens and performing its actions normally.
be drawn by the Character looting the token.
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If for some reason there are no Fallen Enemy tokens left to
In case a Story Moment of the chapter indicates to loot a Fallen place when defeating an Immortal Enemy, remove one at
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shortest and most direct route to its target, ignoring any obstacles
(obstructed spaces, walls or closed doors) and/or miniatures.
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7 Adventure Phase
Captive Poisoned
An Enemy with the Capture ability can attempt to grab your When a Character is Poisoned, place a poison token on their
Character until you manage to free yourself. If the Enemy Character Card to indicate this state. The effects of poisoning are
succeeds in the attack, remove your Character miniature and place not cumulative, i.e. a Character cannot be Poisoned twice.
your Character token under the Enemy.
During the Adventure Event Round (see pg. 15) your Character
At the start of your Character's turn, you must make a confronted must pass a 5 roll; otherwise, you suffer a . A Poisoned
roll to try to free yourself. If you fail, your Character suffers Character remains in that state until it either discards a or
one and you lose the turn. If you succeed, or if the Enemy succeeds in their roll.
is defeated, place your Character adjacent to it and proceed with
your turn as usual, without the need to Disengage since you have Enemies cannot be Poisoned. Instead, when a Character damages
succeeded in freeing yourself. If your Character falls , then place an Enemy with a Poisoned weapon, the effect will be to add 1
it on an empty space adjacent to the Enemy. to the damage of the weapon
Wounded
As long as an Enemy keeps your Character captive, you cannot be
targeted by other Enemies. The Enemy cannot Capture another
Character, although it will still perform the rest of its turn normally.
Stunned
When a Pirate receives at least 1 , it will suffer the effects of
the Wounded state. This means that if your Pirate has at least
1 token on your Character Card (see Suffering Wounds, pg. 22),
you immediately lose -1 from your total for every turn until
When a Character or Enemy is Stunned, you must place a Stunned you recover from all your . You only lose 1 , even if you
token on its base to represent this state. have multiple .
A Stunned Pirate must spend 2 and pass a 4 roll (or whatever Remember that during your turn you can spend 1 to discard 1
the effect that caused this state indicates) at the start of their turn to . If you are Wounded mid-turn for any reason, you immediately
play the remainder of that turn. If you fail the roll, you can retry lose 1 from the you have left. On the other hand, if you
as many times as you want if you have enough . If after all the discard all your during your turn, you recover the lost due
attempts you do not succeed, you lose your turn. At the beginning to this state.
of your next turn, your Pirate will no longer be Stunned.
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Unconscious
attempt to pass a 4 roll (or whatever the effect that caused
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(or whatever the effect that caused this state indicates) at the start When your Character is defeated in combat, you fall Unconscious
of their activation to remove this state, but they only have one . Mark it by knocking down your Character's miniature.
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chance. Otherwise, they miss the turn (they will no longer be Remember that defeated Enemies are replaced by Fallen Enemy
Stunned at the start of their next turn). tokens (see Fallen Enemy, pg. 29).
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Although they cannot perform any actions, a Stunned Character When your Pirate falls , you lose all the gained during
or Enemy can defend themselves from attacks. the Adventure Phase, one random non-starting Gear card or
Legendary item and any Achievement Goal tokens (see Goals, pg.
Characters can ‘Disengage’ from Stunned Enemies without 11). In addition, you must advance the Pirate Flag one space on
taking damage. In addition, if the adjacent Enemies are Stunned,
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Knocked Down
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down its miniature to represent this state. revives them (see Revive, pg. 25).
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Knocked Down Characters or Enemies stand up immediately at the An Character does not block the LoS and does not prevent
start of their turn, but will not be able to perform any actions that through the space it occupies, but prevents ending the on it. In
would allow them to leave their space ('Move', 'Run', 'Explore', 'Jump/ addition, their presence on a tile is also ignored when determining
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Climb'). A Knocked Down Character or Enemy can defend normally. certain steps of the Adventure Event Round (see pg. 15).
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Adventure Phase 7
Engaged
If you successfully complete the Adventure Phase with When your Character is adjacent to an Enemy, it is considered to
one or more Characters, they continue the campaign be Engaged. Your Character can 'Disengage' from one or more
and discard half of their . However, they are considered adjacent Enemies (see pg. 24).
to have failed to complete the chapter and should read the
appropriate section of the chapter's Success Chart. Once Disengaged, your Character can perform a 'Movement'
action through all the spaces adjacent to the Enemies it has
just Disengaged from without the need to perform another
'Disengage' action. However, if it moves adjacent to a new
Cursed
Enemy it will become Engaged again.
Hidden
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7 Adventure Phase
Matelotage: at the end of the chapter, the player whose Pirate has
due to their and how it affects you. If the roll is the same as a
previously received injury, ignore the result:
5 Left hand Your Pirate cannot be equipped in of the Coast, the retired Pirate's shipmates will repay them for
the left hand their services and offer them compensation for their injuries.
4 Right hand Your Pirate cannot be equipped in This compensation consists of a substantial reward from
the right hand the Guild and the payment of 10 from each of the other
3 Left leg Your Pirate permanently loses -1 Pirates' Personal Booty. If your Pirate cannot pay it at that
and -1 time, it will be deducted from your next Salary.
2 Right leg Your Pirate permanently loses -1
and -1 This early retirement payment is made only once, at the beginning
of the next Port Phase, when possible. The compensation is not
1 Right eye Your Pirate loses -1
given to any player, it is an expense borne by the Characters’
City - Village
party as members of the same crew.
Each time your Pirate receives a Permanent Injury that does NOT force
you to withdraw from the campaign (see below), you receive 5 ,
from each Pirate's Personal Booty upon reaching the next Port
Phase. This compensation is only paid once for each type of
Permanent Injury suffered. This section details the specific rules that apply during the
Adventure Phase in City-Village tiles.
The minimum value of a Character's attributes ( , , , )
is 2 so, when a Permanent Injury decreases this value to 1, that Each time you explore a City tile, or open one of the following
penalty is ignored. buildings for the first time (Church, Barracks, Tavern, India
Company, Merchant's House and Shop), you must advance the
Beware! If your Pirate has lost a hand, you may use Pirate Flag token one space on the Adventure Board.
two-handed weapons if you get a Hook, but you will have a
-1 penalty to your combat rolls with that weapon. By default, all city building doors are considered closed (place
a Door token to represent this), although some adventures may
Character Retirement
indicate that the doors of a particular building or room are open. In
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that case remove the Door token or, if it is a door that connects two
tiles, flip the token to show its Open Door side. It is also explicitly
stated if any door requires a special item or action to open it.
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Pirate to stop their exploits and start a new life more suitable to
their new situation. When this happens, follow the steps below:
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Select a new Character archetype, or pick the same archetype Some adventures indicate the Enemies present on a Village tile,
again if you want. Your chosen Character will join the chapter which can be placed on the streets or rooms. Ignore Enemy
as a Character who starts the campaign anew, i.e. without , , Spawning rules in those cases. In the case of rooms, do not
or , and with all their starting gear and . place the Enemies indicated by the chapter until the room can be
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At the end of the next Event Round, you must choose a tile that accessed (usually by opening a door). If a street or a room has no
contains a Character and is the closest to the initial tile or area Enemies present, make an Enemy Spawning roll when accessing
from which the Characters deployed. it for the first time following standard rules (either by entering the
street or by opening the door of a room).
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space if the exit space is occupied. the farthest spaces of the tile or the newly opened room, in
relation to the space through which your Character has entered.
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Adventure Phase 7
Roofs
The rooftops of a village count as a single space for Line of Sight, Optional Roof Rules
Range and purposes. A Character who wants to climb up or
If an Enemy that is at street level targets a Character that is
down from a roof, must perform a ‘Climb’ or ‘Descend’ action
on a roof occupied by the maximum number of miniatures,
(see pg. 24).
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7 Adventure Phase
Total success: this is when all the goals of the chapter have been
Players have a time limit to complete the Adventure Phase. There is
a countdown in each adventure to determine the end of the Phase,
achieved and you are not at the end of the Adventure Phase.
1. At the time when the Characters achieve the Goals indicated Upon successful completion of an Adventure Phase, and
in the Campaign Book. before moving on to the next Phase, follow the steps below:
2. At the start of an Adventure Event Round, if all Pirates and 1. Gain the and indicated on Search cards.
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Allies are .
2. All Search cards, except any Legendary items, are returned to
the deck.
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during the Adventure Phase (in case of a tie, break the tie by a
confronted roll).
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Adventure Phase 7
Actions:
Previous Phase Open Door: 1 Attack: 2
Search: 2 Magic: X
Always follow the Adventure’s description. Move: 1
Tile and Tile tokens: prepare the required type and quantity of
Insult: 1
Run: x2 Open Door, Switch Equipment: 1
Push, Explore, Move, Jump & Revive: 2
tiles and their tokens.
Pirates: each player takes their Character card along with a Record
Sheet, their starting gear, a Fame Dial and their initial or noted Enemy Spawning: Enemies spawn every time a Tile is revealed or
and . Also, equip your Pirate according to the rules. Remember a door is opened, as indicated in the Campaign book or by a
drawn card.
Story text: the Captain, or the better-versed Pirate in its absence, Chart following the standard rules. (See pg. 29).
1.-Character Round
Rounds are played in succession until the end of the Adventure Phase.
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ends immediately.
Adventure Board: resolve any effect that may make the Pirate Flag
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Pirate with the highest , the Captain or the player who won
the confronted roll. Whoever holds it decides the players’ token move.
turn order.
Action Points: in your Pirate's turn, you may take as many actions Weapon and Allies that meet the conditions.
to recover.
track on the Magic Board are recovered, the rest of the cards
advance one step.
a Tile with the Characters or within their LoS. If the card cannot
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be applied, discard it and start the Character Round.
7 Adventure Phase
whatever the Campaign Book required them to do. c. When a Character enters a Special tile for the first time.
Pirate Flag token : when it reaches zero. It will advance for the
When you cannot place an Enemy due to lack of miniatures
of that class (Redcoat, Officer, Longshadow, etc.).
following reasons: Whenever instructed by a component of the game.
When a Tile token is revealed.
Captive (Characters): Captive Characters must make a confronted Gear card or Legendary item and any Achievement Goal
roll to try to free themselves. If you fail, you suffer 1 and tokens, advance the one space and, as long as you remain
lose your turn. Unconscious, you may have to advance the one space in each
without taking damage, and Pirates can also ‘Reload’ and ‘Take can move through spaces with adjacent Enemies without
a Breath’. getting Engaged in combat. Characters remain Hidden until the
a turn. It is not cumulative. You can spend 1 to discard 1 . spaces adjacent to the Enemies it has just Disengaged from
you lose all of the However, if it moves adjacent to a new Enemy it will become
obtained during the Adventure Phase, a random non-starting Engaged again.
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Index and Nautical Almanac
Index
Game Modes 3
Components 4
The Protagonists 6
Dice rolls 8
Getting Started 9
Adventure Phase 10
Adventure Phase Setup 14
Adventure Phase Sequence 15
Character and Enemy States 30
Permanent Injuries and Retirement 32
Village-City 32
Pirate Flag token 34
End of the Adventure 34
Nautical Almanac 38
– Port Phase
Components 2
BOOK II
Important Concepts 3
Setup 4
Port Phase Sequence 5
End of the Port Phase 5
Locations 5
Docks 5
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Market Square 7
Saint Telmo’s Chapel 8
Madame Claude's Manor 8
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Tavern 9
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– Voyage Phase
Components 2
BOOK III
IN
Voyage Posts/Stations 5
Important concepts 6
Game Setup 8
Voyage Phase Sequence 9
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Voyage Round 9
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Crew Round 10
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Index and Nautical Almanac
Nautical Almanac
38
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Index and Nautical Almanac
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Range (Adventure).................................. I 21 Spot............................................................. III 10 Zombie...................................................... I 26
Spotting...................................................... III 2
Credits
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Chief Reviewer: Javier Romero Manuel Moreno, Luis Álvaro Hernández, Raquel López, Miguel Ángel
Special Thanks
Preliminary design: Matías Cazorla José Manuel Moreno & Luis Álvaro Hernández
Videos: Sulker, Buster Lehn & Fran Ruiz
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To the almost 300 who reached more than 500 thanks to delicious churros.
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