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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

Voyage & Port


Range
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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

The hazardous life of a pirate


You should know that the pirate life is not easy. You won't be In the Voyage Phase you will face naval battles, boardings, and
able to retire unless you manage to gather decent booty, and for even mutinies, as well as the treacherous Caribbean sea and the
that you will have to live all kinds of adventures exploring islands, vicious creatures that inhabit it.
towns or caves; and face enemies that you never imagined existed
in an immersive Campaign. Are you ready to become a rascal, a During the Adventure Phase you will explore different
scoundrel...? locations, such as islands, caves, temples or towns, in search of

Campaigns
treasures and fame.
Chapter 1 Port Phase

Chapter 2 Voyage Phase


Campaign
Chapter 3 Adventure Phase
Skull Tales is designed to be played in Campaign mode, featuring
a story that unfolds as you complete a series of chapters linked

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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Each of the Phases that make up the chapters can be considered


a separate game within Skull Tales. Each phase requires its own
setup, uses certain components and follows a game sequence
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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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course, split the booty... yo-ho-ho!


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3
3 Components

Components
CHAPTER III

Manual de Puerto
LIBRO II

avesía
Manual de Tr
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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

1 Adventure/ 1 Port/Boarding 1 Auxiliary 4 Large Village/ 16 Small tiles


Voyage board board Magic/Voyage board Voyage tiles
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1 Adventure/Voyage 5 Port 12 Characters/Allies 9 Enemy Cards


reference card reference cards
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52 Miniatures:
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12 Characters: Avenger, Voodoo Shaman, Lookout, Cutthroat, Sea Dog, Freedman,


Captain's Daughter, Cook, Gunner, Surgeon, Witch and Cabin Boy
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40 Enemies: 8 Redcoats, 2 Officers, 6 Cannibals, 6 Skeletons, 6 Cursed Ones,


2 Mummies, 4 Longshadows, 4 Bootbiters, 2 Darkclaws

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Components 3

166 Small cards:

69 Gear cards 41 Search cards 5 Legendary cards 34 Adventure 17 Magic


Events Cards

220 Large cards:

64 Voyage Events 25 Tavern Events 25 Market Events 25 Chapel Events

30 Port Events 20 Manor Events 19 Rumors 12 Captain Assignments

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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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6 Poison tokens tokens

12 Pirate
tokens 14 Destiny Point
5 Goal tokens tokens
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12 Impact
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8 Stunned tokens 6 Pirate Group


tokens tokens
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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: represent each player's Character.


CHARACTER LIMIT: There cannot be more than
5 Characters (Pirates and Allies) in play under any

Character (CH): this term encompasses both Pirates and Allies.


circumstances. Therefore, if there are 5 players, it is not
possible to play with Allies.

Enemies: they are the foes of the Characters.

Pirates

15 3 2 4 5 Each time you use a , discard a token from your


Character Card. Your Pirate may not collect more than
6 the number indicated on the Character Card.
12 5 Melee Combat : indicates the number of dice your
1 7
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Pirate rolls when fighting with melee weapons.
8 6 Ranged Combat : indicates the number of dice
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your Pirate rolls when attacking with firearms or
throwing weapons.
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10
13 7 Strength : indicates the number of dice to roll for
‘Unarmed Attacks’ or for other Strength-related
actions, such as ‘Push’, throwing an axe, etc.
All Pirates have their own Character Card featuring their 8 Agility : indicates the number of dice your Pirate rolls
archetype, attributes and skills:
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for actions such as ‘Disengage’ or ‘Jump’, or for other


1 Archetype: defines the Pirate's job. The name of the actions related to agility.
Character in the Campaign will be decided by each player.
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9 Intelligence : indicates the number of dice your Pirate


2 Action Points : These are the points that your Pirate rolls to overcome intellect or will-related checks, such as
has to perform actions. Check all available actions on pg. ‘Revive’ an Unconscious Character.
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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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can suffer before falling Unconscious (see pg. 30).


affects the type of new skills that your Pirate will find
Each time your Pirate receives one or more , place
easier to learn (see book II, pg. 10).
the corresponding number of Wound tokens on your
Character Card. As your Pirate heals, remove the Wound 12 Skills: in general, Characters initially have two types of
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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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b) Carry out an extra action of up to 3 (only in the


14 Salary: is the amount of that your Pirate adds to
Adventure Phase). your Personal Booty by collecting your Salary in the Port
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Phase (see book II, pg. 3).


c) Add +1 to the result of each die on one of your rolls.
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15 Charisma : this attribute is used to try to take over


d) Activate certain skills. the captaincy and to pass checks related to your ability to
convince comrades or NPCs to join your cause.

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The Characters 4

Allies Movement : indicates the number of Movement Points the


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Ally can use to move, ‘Jump/Climb’, ‘Open doors’ or
‘Explore’ (see Ally Actions, pg. 26).

Action Points, Destiny Points: Ally cards do not have these


Your Pirate may hire an Ally during the Port Phase by paying
their Salary 16 and their recruitment cost 17 . Each Pirate
may only hire one Ally per chapter (the Solo Mode is an
attributes.
exception to this rule). Your Ally will remain loyal to your Pirate
from chapter to chapter as long as you pay their Salary and More information about Allies can be found on pg. 25.
Fame during the Port Phase.
15
3 18 17
There cannot be more than 5 Characters (Pirates and Allies) in
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play under any circumstances. Therefore, if there are 5 players, it
is not possible to play with Allies. 12
1 6
Allies have their own cards, with their attributes and skills. The
attributes on these cards are the same as on the Character Cards, 7 9
with the following exceptions: 16
8 10

Enemy

The Enemies also have cards where their attributes and 4 2 5


skills are represented, as well as guidelines for their 8
behavior. These Enemy Cards are only used in the
Adventure Phase. 1
6
1 Class: the name of the Enemy’s class is stated here.
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2 Movement : indicates the number of spaces the Enemy
can move.

3 Agility, Intelligence and Strength , , : like 7


Pirates, Enemies have these attributes, which are used in 9

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confronted rolls. ES
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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6 Melee and Ranged Combat ( and ): these attributes


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show the values used by an Enemy in combat. For those


Enemies that have both types of action, the rules will
determine which should be used on each occasion. The
value inside a cube indicates the number of dice the Enemy An Enemy can show two different values
for the same attribute. The white values on
must roll, while the number of inflicted by each successful
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the left are used in games with 3 or less


attack is indicated under the icon. If it is a icon, the Characters, and the yellow values on the
are indicated below and to the left, and the attack’s Range right are for games with 4 or 5 Characters
to the right. (i.e. Pirates and Allies). These values are
maintained throughout the chapter, even if
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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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games with 4-5 Characters.


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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

Criticals results in , or Rolls: during the Adventure


Points, pg. 6).

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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to overcome the check. In the event of failing to get any on the

Accumulated Penalties: pirate life is dangerous, there is no limit to


roll, you will have failed .
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the number of negative conditions for your Character, so if you


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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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Dice Limit: 5 is the maximum number of dice that can be rolled


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for any roll of any Phase.


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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.

Honor among thieves


is the first Phase you must play (Port, Voyage or Adventure Phase).
Follow the specific setup instructions indicated in the chapter, as
well as the general setup rules described in the corresponding

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sections for each Phase. ES
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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play the chapter “The Secret of Captain Jones”. Once you


have read the concepts described in this section, go on to read Agreements can range from an alliance between two 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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whoever gives you their approval to take a goal in the Adventure


Phase or helps you complete a Rumor.

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.

It is recommended that any currency or Gear card exchanges be


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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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Needless to say, when it comes to the word of people of dubious


Sometimes the numerous rules contained in these rulebook are honesty there is no guarantee that the deal will be honored in its
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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

Pirate Flag Token


won't remember... yo-ho-ho!

Adventure Board
It is used as a counter on the Adventure Board

Tile Tokens (TT)


(see Pirate Flag Token, pg. 34).

This numbered board tracks the progress of the adventure. The


further the Pirate Flag token advances, the less likely the players
are to successfully complete the mission (see Pirate Flag Token, There is one of these tokens for each Island,
pg. 34). Cave, Temple, City-Village and Special tile. Each
of them shows the identifier of a different tile,
There is also a difficulty indicator for dice rolls on each Chapter’s so, during the Adventure, these tokens are placed
Enemy Chart. face down on one side. When you move across
the tiles and need to open a new path, pick up one
of these tokens at random and flip it over to reveal
which new tile to place.

Destiny Point Tokens


The are placed on your Character Card and help
you perform feats and overcome certain adversities
(pg. 6). They are personal and non-transferable.

Fame Dials

Magic Board
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Used to track the amount of earned


by each Pirate in each Phase.
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cannot be transferred among Pirates.

Action Points Dial (AP)


This board is used as a turn counter for spell cards with a
cooldown period played by Pirates with magic abilities (see pg.
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12 and 14 on Magic).
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Used to keep track of the used by


your Pirate.

Wound Tokens
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These are placed on the Character Cards or


next to the Enemy miniatures each time
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they suffer wounds ( ) (see pg. 22, on

Tiles
Suffering Wounds).

Fallen Enemy Tokens


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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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is defeated, place one at random on the


tiles. A letter identifying the type of tile can be found in a corner
space where the Enemy was defeated in
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(Island: I, Cave: C, etc.) along with a number, for you to quickly


combat, without revealing its back side
identify it and associate it with its token.
(see pg. 29).

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Adventure Phase 7

Dead End / Hidden Tokens Zombie Token


They are placed next to a tile’s exit of when Represents the Zombie that the Voodoo Shaman
you have to place another tile and you cannot Character can raise when he uses his spell. See pg.
do so, or when indicated in the text of a game 26 for more information on the Zombie.

Compass / Clock Token


component. The Hidden token is used to mark
Enemies when they are in that state.

Poison and Stun Tokens


This token is used to indicate the
difficulty level in the Adventure Phase
When your Character is Poisoned or Stunned, (Compass side). The other side shows
place one token or the other accordingly on the Clock used in the Voyage Phase.

Coins and Gems


your Character Card.

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.

There are three types of goals:


In this section you will find a detailed description of the cards
Achievements: they represent outstanding Character actions that used during the Adventure Phase. The following clarifications
allow the adventure to progress. If your Character falls , discard should be kept in mind when using cards:
any Achievement tokens you have. The goal is still considered
Deplete cards: the rules text of some cards begins with "Deplete".
fulfilled for the purpose of successfully completing the adventure,
This means that, to activate the special effect of one of these
but no one receives .
cards, you do not need to spend , but you must flip the card

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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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two of these cards occupy only one of the three spaces


NPCs: they represent Non-Player Characters who, depending available for non-starting items of your Character.
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on the conditions of the scenario, may join the Characters or


perhaps provide pieces of valuable information. Search cards do not count towards this item limit that your
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Character can carry.


More information on Goal tokens can be found in the
Campaign Book.

Door Tokens
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These tokens show the status of a door:


open or closed. Only Characters can
'Open Doors'.

Throwing Weapon Tokens


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If you throw a throwing weapon, place this token


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on the space of the tile where your weapon has


landed. This same token is also used when a
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Character leaves an item on the ground.

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7 Adventure Phase

5 2
2

3
1
1 5

7 9 8 9
4
4
6
10

Magic Cards
3

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,

Clarifications for some special Magic cards:


Equipped 3 : cards with this icon do not count thus making the spell available to use again.
towards the limit of cards your Character can carry
during the Adventure Phase and are considered
equipped at all times. Clairvoyance: has no cost and you can use it even
if it is not your turn.
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Hands 4 : indicates the number of hands required


Voodoo Doll: has no cooldown time, but you
to use the item.
cannot use it again until the Zombie is defeated (see
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Firearm 5 : see Firearms, pg. 20. Zombie, pg. 26).


Combat Values 6 : all weapons have one or two Totem: activated by the Witch, it remains on your
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combat values. Character Card until it is replaced by another totem.


At that point, the deactivated totem is placed on the
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7 : indicates that it is a melee weapon. To use it,


Magic Board.
your Pirate must be adjacent to the Enemy (see
Combat, pg. 18).
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8 : indicates that it is a ranged weapon. To use it,


your Pirate must have Line of Sight and Range to

Adventure Event Cards


the Enemy (see pg. 20 and 21).
Damage 9 : indicates the received by the Enemy for
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each successful hit when attacking with this weapon.


In the Adventure Phase,
Range 10 : indicates the distance, measured in the Characters are in hostile
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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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Weapons, pg. 20). situations that are usually


associated with certain types
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of tiles (as indicated on the


lower left corner of the card
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as well as on the card's text).

12
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Adventure Phase 7

Search Cards

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1
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).

Each time your Character performs a successful


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'Search' action, draw a card from the Search deck. You


can keep it hidden from other players unless you must
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resolve its effect immediately. Remember that these

Legendary Item Cards


cards do NOT count towards the limit of 3 items your
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Character can carry.

Keep the cards that grant or until the end of the


Adventure Phase. If you succeeded in completing the These are powerful items that the Characters can find
adventure, write down on your Record Sheet the and in their adventures. These cards count towards the limit
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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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13
7 Adventure Phase

Adventure Phase Setup


8 Equip Pirates: Pirates may carry one item in each hand. If
you equip your Pirate with an item that shows the two-handed
icon on its card, that item will occupy both hands and will
be the only one your Pirate can take with them. To indicate
To play the Adventure Phase you should check the Campaign Book for
which item is in each hand, place the cards on either side of
the setup of the chapter you are going to play. In general, and unless
your Character card (left and right) to show in which hand the
otherwise specified in the chapter description, setup goes as follows.
Pirate is holding each item. The dominant hand of your Pirate
1 Tile Tokens (TT): the description of the adventure indicates is the same as yours; so if you are right-handed, your Pirate's
the type and number of tiles you have to set aside, as well dominant hand is the right hand, and the left hand if you are
as which of them you have to use during the game. Take the left-handed. Logically, ambidextrous players can choose which
Tile tokens corresponding to each of them, and place them face hand they will use as their dominant hand, but by Neptune's
down forming a pile as described in the adventure. beard! they cannot use both hands as dominant hands or change
their choice during the adventure. Tell the other players which
2 Duration and Difficulty: place the Pirate Flag token on the is your dominant hand and
space indicated in the chapter which is your weak hand. Note
and the Compass token
that attacking or defending
pointing to difficulty 1. 4 2
1 with a weapon equipped in
3 Starting tiles: place the your weak hand gives you a -1
starting tiles as indicated in the penalty to your rolls.
Campaign Book. As a general
rule, no Enemies are placed The remaining equipment
on the starting tiles, unless the is placed at the top of your
5
Campaign Book tells you to. Character Card, taking into
account the limit of 3 non-
4 Search and Adventure 3 starting items.
Event Decks: leave the
Legendary item cards in the 10 Firearms are always loaded at
game box. Next, shuffle the the beginning.
Search deck and the Adventure
Events deck separately, and If for some reason your
place them face down on one 6 Character already has the
side of the table so that all maximum number of items
9
players can draw cards. allowed and obtains an
5 Tokens: leave the tokens additional one, you must
described in section discard any excess items of
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“Components of the your choice. In this case, it is


adventure” (pg. 10) at the not necessary to spend to
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side of the table. 8 drop them.


7
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6 Enemies: pick the 9 Allies: take the cards of


Enemy Cards indicated in any Ally Characters in play and
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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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takes their Character card miniatures are placed on the


along with a Record Sheet, initial tile. If the crew does not
their starting gear, a Fame Dial and their . In general, unless currently have a Captain, the Pirates will make a Confronted
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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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all Pirates should know them before you start.


You will also start without any of the or gained in previous
Phases and/or chapters. The and noted on the Record At this point, you are ready to start the Adventure. Take a sip of

14
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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.

Adventure Phase Sequence


For Enemy Actions, see pg. 28.

Adventure Event Round


The Adventure Phase is comprised of several Rounds that are
played in succession until any condition to end the Adventure Perform the following steps during the Adventure Event Round:
Phase is met (see End of the Adventure, pg. 34):
1. If all the Characters are , the Adventure Phase ends
1. Character Round: each Character performs their actions. immediately (see End of Adventure, pg. 34).
2. Enemy Round: during this Round, the Enemies act. 2. Resolve any condition related to the Adventure Board that may
move the Pirate Flag token (see Pirate Flag Token, pg. 34).
3. Adventure Event Round: a series of standard steps are carried
out, in addition to resolving an Event card (when necessary). 3. Remove the Fallen Enemy and Throwing Weapon tokens
from the tiles if there is no Character on the same tile
Don't worry, matey. The following is a detailed explanation of how or if they have no LoS to any Character on another tile.
each of these Rounds is played, arrr!

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.

Initiative: at the beginning of the Adventure Phase, the Captain


During this step, an Character does not count as present
on the tile.
holds the Initiative, i.e. the power to decide the players' turn
order. However, when a Pirate's exceeds that of whoever 4. Recover all Enemies that were Stunned in the previous turn

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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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7. The Pirates recover the Magic cards that are on position 0


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of the Magic board and advance each Magic card on the


cooldown turn track one position.
To determine who holds the Initiative, only the gained
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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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15
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:

Your Character must end the


resolved as usual, without waiting for the Enemy Round.
Once the Adventure Event Round is over, a new Character
Round begins. on an empty space (see Types of
Terrain).

Adjacency: a space is considered adjacent to any other space if


they have a side or corner in contact. However, two spaces are
not considered adjacent if the only side they share is a wall, a
dead end of the tile, a closed door, an obstructed space, or if
there is a height difference (see Types of Terrain).

Occupied spaces: you cannot move through spaces occupied by


The Cutthroat and the Lookout finished the Round
with no Enemies on their own tiles and no LoS to
other Enemies on adjacent tiles. At the start of the new Enemies (horizontally, vertically or diagonally), but you can
Event Round, the event card "Ambush" is drawn at
move through a space occupied by another Character. However,
random, which reads «All pirates are ambushed by Stray
you need to get their permission to pass; if you don't, you can
Enemies. Place an Enemy next to each Pirate. Each Pirate
try to push them (see Push, pg. 23).

Corners: you CANNOT move diagonally if there are


immediately receives an attack». Place a Stray Enemy next
to each Pirate, make an attack roll for each Enemy and
resolve it. Then, a new Character Round begins.
obstructed spaces, walls, tile edges, or miniatures in any of
the spaces whose corner is adjacent to both spaces (the space
where the Character is and the destination space). In these
cases, even if movement is not allowed, the adjacency still
exists for all other purposes (such as combat).

However, if the "corner" miniature is a Character, you may


request permission to pass through the corner like you would if
you were passing through the space it occupies.

Destiny Points: if your Pirate uses 1to perform an action of up


to 3 , you can only move a single space since each spent
to ‘Move’ is considered a different action.

Engage: when a Character who is not Hidden (see pg. 31),


moves to an empty space adjacent to an Enemy, they become
Engaged in combat and the movement stops immediately. To
be able to move freely again, you need to perform a ‘Disengage’
action (see pg. 24) or eliminate the Enemy.
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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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Engaged. You will only become Engaged in combat when


you move to an empty space adjacent to an Enemy.
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Character Actions
Enemies that are Stunned, Knocked Down, or Hidden
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do not engage Characters moving adjacent to them.

Action Points: at the start of your Pirate's turn, you have as


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many Action Points as indicated on your Character Card


(minus 1 if you are Wounded or if another condition
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lowers it). Pirates can spend their to move around the


board, fight, search... Each of these actions has a certain
cost. Each Pirate may carry out as many actions as
desired until all of their are used and, once they have
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carried out their actions, it is the next Pirate's turn.


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Pirates may only perform actions during their turn, even if


they have not used up all their .
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You can use the Action Points Dial to keep track of how
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many you spend.

Remember that, during your turn, you can spend one to

16
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perform a single action of up to 3 .


Adventure Phase 7

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:

Roofs and Heights


Chasm spaces
Any dotted lines not tied to an roll indicate areas of different
Chasm spaces are framed by a dashed line. Inside the framed heights. To cross one of these lines you must perform a ‘Climb/
space there is an X icon that represents the difficulty to move Descend’ action (see Jump/Climb, pg. 24).
through this type of spaces (see Jump/Climb, pg. 24).
Two spaces at different heights are not adjacent to each other and
Chasm spaces count as a single space for the purpose of prevent LoS from below and upwards (see pg. 20).
determining Range and the Enemy’s .
These lines represent roofs when they appear on Village tiles. Roof
You cannot end your over a chasm space, but another Character areas count as a single space and can hold up to 4 Characters and/
can push you into one (see Push, pg. 23). or Enemies (see Roofs, pg. 33).

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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These are all those spaces that are NOT occupied by a


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miniature, this includes water and exit spaces. As a general


rule, miniatures end their on these spaces.
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An empty space can also have tokens of any type


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on it (Fallen Enemy, Goal, Throwing Weapon,


etc.), so you can end your on top of one of
these tokens.
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17
7 Adventure Phase

Run Open Door (1 )


A ‘Run’ action must be declared at the beginning of your Pirate's Whenever you want to perform this action, your Character's
turn and it must be the first action of your turn. Your Pirate doubles miniature must be placed on the space in front of a door (a
their during this turn, but may only use them to perform 'Open door cannot be opened diagonally). If it is the door of a town
Door', 'Move', 'Explore', 'Push' and 'Jump/Climb' actions. building, remove the Door token. If it is the door that connects
two different tiles, flip the Door token showing its Open Door
When your Pirate runs, the standard rules for 'Movement' actions side. Normally, this causes Enemies to spawn in the next room or
still apply, except that you are not required to stop when moving tile (see pg. 27).
adjacent to an Enemy. However, if your Pirate decides not to stop,

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.

There are three types of combat: Melee Combat , Ranged


The Cutthroat decides to ‘Run’ to the Goal token. She Combat and Unarmed Combat. .

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.

The is resolved with a confronted roll. The attacker rolls as


many dice as their value. Each die that exceeds the opponent's
is considered a hit. The defender repeats the same process,
trying to surpass the attacker’s with their roll. Finally,
compare the hits of both rolls, so that a hit by the attacker is
blocked by a hit by the defender. Each critical hit by the attacker
(rolling a natural 6, with no modifiers) can only be blocked by
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another critical roll in defense.

For each successful hit by the attacker that was not blocked,
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the defender suffers the damage of the weapon used in the


attack. Each unblocked critical hit by the attacker adds +1 to
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the damage, cumulative with any additional or optional critical


ability that the weapon used may have.
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If the defender matches or exceeds the number of hits by the


attacker, nothing happens, since they have successfully 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
7
Curación:
2
2
Cirujano

Una vez por Ronda de Personajes,


INSTRUIDO

3
puedes gastar 3 incluso para
descartar una tuya o de otro
Personaje adyacente. Al descartar
una de otro Pirata siempre

4
sumas 1 y el otro Pirata

Medicina:
resta 1 a sus , si puede.

25
Sumas 1 a tu tirada para recuperar

3
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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as a space of the board in the case of the Gunner's grenade. You


can only perform ranged attacks against an adjacent Enemy if your
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Character has a special skill or a card that specifically allows it. In


order to make the attack, you must check if you have Line of Sight
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and Range (see below).

The attack is resolved by rolling as many dice as indicated by your


value. Each result that exceeds the Enemy's is considered a
successful hit. Each successful hit inflicts the damage indicated on
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the weapon card used. Critical hits (6) inflict 1 extra .


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19
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

Firearms: firearms are marked with this icon on the


the LoS. One of the skeletons is within the Sea Dog's LoS,
however, since the LoS is blocked by the Enemies, the second
skeleton is under cover. Finally, the Sea Dog also has no LoS
card. Most of these weapons become unloaded after
to the Cannibal because it is Hidden thanks to its ability.
being shot. To show this condition, rotate the card
90º (turn it horizontally). This indicates that you cannot use it
again until you perform a 'Reload Firearm' action (see pg. 25).

Throwing Weapons: when you throw a throwing weapon at an


Enemy, use your value to determine the Range of the attack,
for which ranged combat rules apply. Place the Throwing
Weapon token on the space of the Enemy you have thrown it
at. Place the card next to the board until a Character performs
a ‘Pick Up’ action on the Throwing Weapon token.

Other weapons: some ranged weapons, such as the Voodoo


Shaman's blowpipe, can be used again immediately after attacking

Line of Sight (LoS)


with them, as they do not need to be reloaded like firearms.

When performing a attack with a Character or Enemy, you


must check if they have LoS to their target. To do this you must In the case of Enemies the situation is reversed: Characters block
draw an imaginary straight line from any corner of the attacking their LoS, but an Enemy does not hinder or block the LoS of
miniature's space to the center of the target's space. If the line does another Enemy (see Enemy Combat, pg. 29).
not pass through or touches an obstacle, there is a clear LoS.

Obstacles: obstacles that impede LoS include: obstructed spaces,


walls, closed doors and, under certain circumstances,
The Redcoat has LoS to the Surgeon, who is at Range 3,
roofs/heights and miniatures. because the Enemies do not block each other's LoS. But he has
no LoS to the Sea Dog because it is blocked by the Surgeon.
In the case of Characters, spaces occupied by Enemies are
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considered an obstacle for these purposes and therefore block


the LoS, so you cannot trace the LoS through a space occupied
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by an Enemy to attack another more distant one.


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However, the spaces occupied by other Characters hinder, but


do not block the LoS. Therefore, it is possible to make a even
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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

Heights: Characters or Enemies that are in spaces separated by a Unarmed Attacks


dashed line are at different heights (see Types of Terrain, pg. 17).
In the case of Village tiles, this happens with roofs. Unarmed combat takes place between your Pirate and at least one
Enemy who is on a space adjacent to your Character, if your Character
A Character or Enemy that is at a lower height (on Village tiles is not equipped with any weapon card with a attack value.
that would be the spaces that represent the street) will not have
Just like the , these attacks are resolved by means of a confronted
LoS to the Characters and/or Enemies that are higher (which
roll. In this case, use your Pirate's value (instead of the )
on Village tiles would be the roofs). A Character or Enemy will
against the opponent's value. The difficulty to overcome for
have LoS to other Characters or Enemies that are at the same
both the Pirate and the Enemy is equal to the of the opponent.
height (like another roof) and to those that are at a lower height.
If the hit succeeds, instead of inflicting damage, the target is
Stunned (see Stunned, pg. 30).

However, a miniature does not block the LoS if it is


currently in one of the following states: Knocked Down,
Down
Unconscious or Hidden (see States, pg. 30). A critical hit also inflicts one extra .
Note that a Character can trace a LoS from any corner of its
current space, even if that corner is shared with an obstacle.

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.

As a general rule, using a weapon with your weak hand


means a -1 penalty to the results of all dice in the roll, in
You can see the Line of Sight for attacks on the tile both attack and defense. However, this penalty does not
where the Voodoo Shaman is located. The red dots mark apply to weapons with the "Equipped" icon (see pg. 12).
the corners of the obstacles that block the Line of Sight.
The green shaded spaces are those that the Voodoo Shaman

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’

2
(either , or ), the Pirate performs a different action before

Consecutive Attacks
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performing another ‘Attack’ action . ES
2 3
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

2
consecutive attacks.
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If your Pirate makes a consecutive attack with their weak hand,


apply a -2 penalty to the roll as the penalties add up (see pg. 22).

Your suffer no penalty from consecutive attacks, unless your


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Pirate has lost a hand due to a Permanent Injury (see pg. 32).
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21
7 Adventure Phase

Alternate Attacks Search (2 )


When your Pirate performs 2 or more consecutive ‘Attack’
actions (either on a single or on different Enemies) with a weapon Once per turn, you can make a 4 difficulty roll to search the tile
in each hand and alternating between their dominant hand and or room where your Character's miniature is located.
their weak hand, you are making alternate attacks. You must spend
2 per action, but you do not suffer the penalty that applies To perform this action, there can be no Enemies on that tile
to consecutive attacks. However, you will suffer the standard -1 or in that room.
penalty when attacking with the weak hand unless some effect, If you pass the die roll, draw a card from the Search deck. If
such as Ambidextrous, prevents it.

Two-handed attacks: a Pirate making an attack with a two-handed


the card has a beneficial effect, you can keep it hidden to use it
whenever you wish or when the card allows it. If it is a harmful
weapon is considered to be making alternate attacks and receives effect, you must reveal it and apply it immediately.
no penalty, not even for using the weak hand. If you fail the roll, advance the Pirate Flag token one space
on the Adventure Board. Also, if you roll at least a 1 on the
failed roll, your Character gains 1 , if possible. This cannot
be used to modify that same ‘Search’ roll.
The Sea Dog spends 2 and performs an attack action
with his axe against an adjacent Redcoat. Since Wolf (the If you need to perform a successful 'Search' in order to read a
player controlling the Character) is right-handed, so is Story Moment of the chapter, only read the corresponding Story
his Pirate. Therefore, his axe card is on the right side Moment and don’t draw a Search card.
of the Character Card indicating that he uses it with his
dominant hand, for which he rolls his three dice.
Next, as he has his pistol equipped on the left side of
his Character Card, he spends another 2 and does an
alternate attack action, a attack this time. His value Each Character can only perform one 'Search' action per
is 3, but, since the pistol is equipped in his weak hand, turn, but different Characters can perform this action on
he applies a -1 penalty to the dice rolled. Finally, Wolf the same tile or in the same room in the same turn.
decides to use his remaining 2 to perform an alternate
attack with his axe (with no penalty to the roll, since his
axe is in his dominant hand).

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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If you Character reaches the limit of items allowed (usually 3)


and gets an additional item for any reason, you must discard any
excess items of your choice. In this case, it is not necessary to
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spend to drop them.


Some cards and/or skills indicate that, after a successful
attack, you can inflict as much damage as the result of
one die. In such cases, the usual damage inflicted by the
number of hits is replaced by the damage inflicted by the
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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

Chasms: if a Character is pushed into a chasm space, the pushed


Pick Up/Use/Drop (1 ) Character immediately falls as if they had failed to 'Jump'
over the chasm. In the case of an Enemy, it is defeated without
Characters can pick up or drop items on the space where their leaving a Fallen Enemy token, but any Item Goal token remains
miniature is located or on an adjacent space. You can spend 1 on the space where it was before the enemy was pushed.

Heights: if you ‘Push’ a Character or an Enemy from above (e.g.


for your Character to:
‘Pick Up’ a single item from your space or an adjacent space, from a roof to the street), the pushed Character or Enemy is
even if it is occupied by a miniature, such as a Throwing Knocked Down and suffers one .
Weapon token, an Item Goal token, or anything else indicated
in the rules. When your Pirate picks up a weapon or item, you nothing happens and you cannot try again on the same
may also equip it without spending additional . Character or Enemy until the next turn.
‘Use’ an item card (a Gear card, a Search card, etc.) that
includes the text 'Use' (Brew, Map, Rum...) by spending 1
per item (unless otherwise indicated on the card). When a card
effect starts with the text "Deplete", it does not require you to The Surgeon pushes the Sea Dog and places him on one of
spend 1 to use that effect (see Deplete cards, pg. 11). the spaces adjacent to the Surgeon, marked in red.

‘Drop’ an item on your space or an adjacent space and mark it


with a Throwing Weapon token.

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.

Remember that, during the Adventure Event Round,


if there are no Characters on the same tile where the
Throwing Weapon tokens are, and no Character has LoS
to them from another tile, the tokens are removed from

Explore (1 )
the game along with the item they are marking.

This special action takes place when your Character stands on an

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.

As soon as your Character performs this action, advance the Pirate


When performing this action, you can grab and drag another Flag token one space on the Adventure Board and draw a Tile
Character whose miniature is adjacent to yours. Characters cannot

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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.

When your Character finds themselves in front of a chasm, you


must perform a 'Jump' action by passing the roll indicated in
the chasm space:
place your Character on any empty space on the other side
of the jumped area. If there is a Character on one of the spaces
across the chasm, your Character may ‘Jump’ to that occupied
space if the player controlling that other Character gives you
permission and your Character has enough (or Movement
points in the case of an Ally's movement action) to continue
their and end on an empty space

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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When your Character is adjacent to an Enemy, they become


Engaged and cannot move freely. You can ‘Disengage’ from one
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or more adjacent Enemies by making a single vs. roll (even


if you have to ‘Disengage’ from several Enemies, only take into
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account the value of the adjacent Enemy with the highest ):


your Character Disengages by moving to an adjacent space
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Climb/Descend
without taking damage.
your Character still Disengages, but the Enemy with higher
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inflicts as many as indicated by its attack.


The 'Climb' or 'Descend' action must be performed when your
Once Disengaged, your Character can perform a 'Movement' Character crosses a dashed line, either one way or the other, which
action through all the spaces adjacent to the Enemies it has just does not have an associated roll (such as roofs on Village tiles).
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Disengaged from without the need to perform another 'Disengage'


action. However, if it moves adjacent to a new Enemy it will This action does not require a roll and is considered an automatic
become Engaged again. success, but your Pirate must still spend 2 .
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Remember that Enemies that are Stunned, Knocked


Down or Hidden
Hidden, do not engage Characters moving
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adjacent to them.
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Adventure Phase 7

Revive (2 ) Take a Breath


When your Character falls (see Unconscious pg. 30), knock Your Pirate may rest if you let your turn pass without using any ,
your miniature down. You may perform a 'Revive' action on an or taking any other action. This allows you to recover all your .
Unconscious Character if you are adjacent to that Unconscious This action advances the Pirate Flag token one space on the
Character. To do so, make an 3 roll and gain 1 if you succeed. Adventure Board.
Depending on the result of the roll, the Unconscious Character:
You cannot perform this action if there is at least one Enemy
: discards all the and is revived, but loses this turn. If you (that is not Stunned, Knocked Down or Hidden) on an
get a critical roll [6], in addition to discarding all of the , the adjacent space.

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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which can be: to gain between 0 and 3 or to draw a Search


card. Once looted, the token is removed from the tile and Allies do not need a Fame Dial, as they do not gain under any
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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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You can ‘Loot’ an Unconscious Character, to


take from them Gear cards, Search cards and Item At the end of the chapter, the Pirate who hired the Ally gets
Goal tokens, or an amount of equal to the the following:
result of rolling a die plus three. If the roll exceeds
Add to your Pirate's Personal Booty half of the total
the that Character has, you can only steal the
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obtained by the Ally (either by cards, Goal tokens, etc.).


amount owned by the Unconscious Character.
Any Gear and/or Legendary item cards obtained by that Ally.
Each time your Character performs this action, you must choose
and steal a single item from among those mentioned, without Gain the of the Goal tokens that the Ally holds at the end
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looking at it beforehand in case it is hidden. There is no limit to of the Adventure Phase.


the number of times an Unconscious Character can be looted.
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In case a Story Moment of the chapter tells you to ‘Loot’ a Fallen


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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

Ally Actions Wounds and Revival


In regards to the actions that Allies can perform, they are almost This section includes specific rules that apply when the Ally
the same as Pirates with the following changes and exceptions: suffers or needs to be revived:

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.

‘Move': when an Ally uses one of their actions to


Round for being (see Unconscious, pg. 30). The , cards,
, they can and Item Goal tokens are kept by them. However, if they had
move as many spaces as indicated on their Ally Card. any Achievement Goal tokens, they lose them.
Allies can stop their to perform another action and An Ally can only be successfully revived once per Adventure
then use their remaining . Phase following the rules to 'Revive' a Character (see pg. 25).
Place a Dead End token on their Ally Card as a reminder that
Other than that, an Ally must abide by the same they have already been revived once.
rules as a Pirate (see Movement, pg. 16).
An Ally is removed from the Adventure Phase if you fail the roll
Allies can spend their Movement points, as if they were , to revive them, if they fall for the second time (just as if you
on the following Movement actions: ‘Jump/Climb’, had automatically failed the roll to revive them), or during the
‘Explore’ and ‘Open Door’. That is, an Ally could spend Event Round if, while , there is no other Character on the same
their Movement to 'Move' two spaces and 'Jump' over tile or with a clear LoS to them from another tile.
a chasm, as part of the same action.
When this happens, any Item Goal tokens are left on the space
An Ally who performs two consecutive 'Movement’ actions is where the Ally was and everything else obtained by the Ally is
considered to be running for all game purposes. discarded: and any type of card.

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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tile at the cost of another Movement Point 5 placing both


the tile and the corresponding Enemies, and moving to the ‘Run’, ‘Revive’, ‘Reload’, ‘Loot’ or ‘Take a Breath’.
new tile), and finally moves one more space 6 . After all
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No are granted to the Voodoo Shaman when the Zombie


these moves she still has 1 Movement Point left, which she defeats an Enemy.
decides not to use and is therefore lost.
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You cannot discard the Zombie's .


C6 If it receives as many as its , it is destroyed and its token
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5 5
is removed from the tile without advancing the on the
2
4
Adventure Board.
6
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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‘Search’ and ‘Loot’: when an Ally performs these actions, the


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benefit or harm affects only them. In the case of finding gear or


, place them next to your Ally’s Card.

‘Switch Equipment’: Allies never trade Search cards that give


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or , since they keep them as part of their compensation.

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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be placed, but not the second one. Therefore, since there


are two different Enemy Classes that cannot be placed in
full, he must advance the Pirate Flag two spaces on the
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The result of the roll on the Enemy Chart of the current


Adventure Phase indicates: Adventure Board.

"2 Redcoats, 1 Officer, 2 Cannibals".


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The two Redcoats would be placed first, then the Officer


and finally the two Cannibals.
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7 Adventure Phase

Confront: when an Enemy's behavior indicates that it Confronts,


Enemy Behavior that Enemy moves as much as indicated on its Enemy Card and,
when possible, attacks ( or ) the nearest Character following
Once an Enemy is activated according to the order established by the standard and combat rules for Enemies. Remember that
the chapter, you have to determine what it will do following this an Enemy that can perform attacks does not need to continue
priority order: moving if it has LoS and Range to its target.
1. If one or more Characters are adjacent to the Enemy, the If not possible: some Enemies have different behavior patterns
Enemy will make a attack against one of them (at the within a single Behavior Roll result. In these cases, if the first
choice of the Captain, or whoever has the Initiative if the behavior pattern cannot be fully met, an "If not possible" (or a
party has no Captain). similar statement) will indicate what new behavior it should follow.
2. If there are no Characters adjacent to the Enemy or In most cases, if an Enemy is unable to comply with the entirety
the only adjacent Characters are , then you must make a of what is described by its behavior, it Confronts.
Behavior Roll by rolling a die. Consult the Enemy Card to
determine the behavior pattern to be followed according to In those cases where an Enemy has a single behavior pattern
the result and apply the following indications: (such as the Bootbiters), it will try to fulfill each part to the best
of its ability ( and/or / ).
If it indicates a , the target to move to will be specified,
which can be a Character or a specific space. If no clear target
is specified, then it will move towards the nearest Character.

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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unless its behavior specifically targets an Unconscious


Character for the .
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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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moving through special tiles (unless expressly stated otherwise).

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 can climb up and down roofs as if they were normal


the term "offensive action" refers to any action that results in terrain, but they will not climb on a roof if there are no
injuring, defeating or causing a negative state to an Enemy
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Characters on it (see Roofs, pg. 17).


by, for example, a combat roll, pushing it into a chasm or
casting a spell. Enemies can move through other enemies of the same Class
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(Human, Supernatural or Abominations).


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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

Enemy Combat Enemy Special Abilities


Enemies attack the targets indicated on their Behavior Chart Certain Enemies may have any of the following Special Abilities
following the standard combat rules, with the following adjustments: which, to the effects of the rules, are exceptions or additions to the
rules already described:

Antagonist: an Enemy with this ability makes Behavior Rolls


Generally, an Enemy will ignore an Character unless its
behavior specifies an Character as the target of the attack
(see Unconscious, pg. 30). even when adjacent to Characters.
When the behavior simply says that the Enemy attacks, the Capture: an Enemy capable of Capturing holds a Character until
Enemy will attack by rolling the dice a single time. they manage to get rid of the Enemy. If the Enemy succeeds in the
Enemies that can make attacks give priority to these attacks attack, remove the Character miniature and place the corresponding
Character token under the Enemy. (See Captured, pg. 30).

Curse: when an Enemy with the ability to Curse is defeated,


over their attacks. So, when the Behavior Roll of an Enemy
with both types of attack indicates to attack a target, that Enemy
will always attempt to make a attack unless otherwise specified. it Curses the Pirate who defeated it. In addition, if a Pirate
All Enemies whose Behavior Chart indicates that they must who was already Cursed defeats an Enemy with this
perform a ranged attack ( ) without specifying their target, ability, that Pirate immediately falls Unconscious.
will immediately shoot at the nearest Character they have within
their Range and LoS. Allies cannot be Cursed, instead they suffer one when
defeating an Enemy with this ability.

Dominance: if two identical Enemies with Dominance are


Enemies do not block each other's LoS. However, Characters (Pirates
or Allies) do block the enemy’s LoS to other Characters. That is, an
Enemy will always fire at the Character to whom it has Range and adjacent to the same Character, those Enemies get +1 to their
a clear LoS (with no Characters or obstacles in between). combat rolls. A Stunned or Knocked Down Enemy does not
count for the purpose of granting Dominance.

Double or attack: this Enemy can make two or attacks


Enemies do not need to ‘Reload’ their firearms.

Fallen Enemy
(as indicated), instead of only one, during the Enemy Round.

Ignore (x): these Enemies do not suffer from attacks coming


from the source listed by this ability and, in the case of items,
An Enemy is defeated when it suffers enough to match or
actions, skills or states, ignore the rules that would normally
exceed its . When this happens, its miniature is replaced by a
affect them. This ability cannot be canceled.

Immortal: an Immortal Enemy is not considered defeated nor


random Fallen Enemy token, which the Characters can 'Loot' for
booty. The Pirate who delivers the final blow to an Enemy gains
as many as indicated by the Enemy Card. does it award when its match or exceed its . An Immortal
Enemy is defeated when a Character loots its Fallen Enemy token,
At the end of the Enemy Round, if there are no Characters on a
at which time the Character gains the indicated on the Enemy
tile with Fallen Enemy tokens or with LoS to those tokens from
Card (in addition to the Fallen Enemy token reward).
another tile, remove any Fallen Enemy tokens from that tile. For
this purpose, an Character does not count as present on the tile.

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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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random from a normal Enemy to replace it.

Regeneration (X): at the beginning of its turn, discard as many


Enemy token, you only get what is indicated by the chapter,
ignoring the coin reward of the Fallen Enemy token.

Grenade: The Gunner has a powerful weapon that is capable of


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as indicated by the X value.

Resistance (X): each time it is attacked, an Enemy with


eliminating Enemies without them dropping a Fallen Enemy
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token. If an Enemy eliminated by the grenade had a Goal token


that depends on its Fallen Enemy token, leave the latter token Resistance ignores as many from a single attack as indicated
by the X value.

Swift: a Swift Enemy immediately plays an Enemy Round as


on the tile to indicate that the Goal can be picked up.
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soon as it spawns, either by attacking an adjacent Character, or by


making a Behavior Roll if it did not spawn adjacent to a Character.

Unstoppable: an Unstoppable Enemy moves following the


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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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However, it must end its on an empty space.


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29
7 Adventure Phase

Character and Enemy States


Characters can ‘Disengage’ from Knocked Down Enemies without
taking damage. In addition, if the adjacent Enemies are Knocked
Down, the Characters can perform a ‘Revive’ action and, in the
case of Pirates, they can also ‘Reload’ and ‘Take a Breath’.
As a consequence of the use of cards, skills or certain events,
Pirates, Allies and Enemies may find themselves with different A Knocked Down miniature, whether Character or Enemy, does
states that modify their capabilities and skills. not block the LoS.

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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This state never applies to Enemies or Allies.


If it is an Ally, spend one of its available actions for each

Unconscious
attempt to pass a 4 roll (or whatever the effect that caused
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this state indicates).


In the case of Stunned Enemies, they must also pass a 4 roll
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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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the Adventure Board; in each subsequent new Adventure Event


the Characters can perform a ‘Revive’ action and, in the case of Round, roll a die for each Pirate that is : advance the Pirate Flag
Pirates, they can also ‘Reload’ and ‘Take a Breath’. token one space on a result of 1 or 2.

Knocked Down
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An Character does not play their turn during the Character


Round and will be ignored as a target by Enemies and any
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negative effect that doesn’t clearly state that it affects Unconscious


When a Character or Enemy is Knocked Down, you must knock Characters. They may use their again once another Character
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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

30
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.

When your Pirate is Cursed, you must note it on your Record


Sheet to remember this state. A Cursed Pirate applies a -1 penalty Remember that Enemies who are Stunned
Stunned, Knocked
to the roll when another Character tries to revive them. A Down or Hidden
Hidden, do not engage the Characters moving
adjacent to them.
Cursed Pirate who is revived remains in this state and can only be
released from it under specific circumstances (see pg. 24).

If an Ally were to obtain this state, they immediately suffer a


instead.

Hidden

A Hidden Character or Enemy must be ignored by any other


Characters or Enemies. In addition, it does not block the LoS
and other Characters or Enemies can move through its space (but
cannot end the on it). Finally, a Hidden Character can move
through spaces with adjacent Enemies without engaging in combat.

Your Character remains Hidden until the beginning of your next


turn or until you make a or attack, whichever comes first. If
at the start of your Character's turn there is an adjacent Hidden
Enemy, the Enemy immediately loses that state.

An Enemy remains Hidden even after attacking as long as


the condition under which it obtained that state is maintained,
otherwise it is no longer Hidden.

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If a Hidden Cannibal attacks from the edge of a tile


without moving, it remains Hidden since the condition
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that gave it that state is still applicable (staying adjacent to


the edge of a tile).
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It is recommended to replace your miniature with your Character


token to represent the Hidden state. In the case of Enemies, place
a Hidden token next to their base.
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7 Adventure Phase

Permanent Injuries and Retirement


Given that Skull Tales Full Sail! is a highly narrative-driven
game, you can use this time to imagine where this new Character
comes from. Perhaps one of the sailors who sail with you has left
the ship searching for your party, or maybe you have brought
When an attempt to revive your Pirate fails, your Pirate suffers a a stowaway from Tortuga Island, or even a castaway who sees
Permanent Injury. If this happens, you must roll a die and consult in you an opportunity to leave the island... there are as many
the result in the following table to find out what injury you receive possibilities as your imagination allows.

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:

Permanent Injury Chart


retired may give the new Character half of their and one of
their non-starting Gear cards, as long as they are listed on the
retired Pirate's Record Sheet. Everything else is returned to the
box along with the rest of the game components.

Compensation: according to the oath sworn to the Brotherhood


6 Left eye Your Pirate loses -1

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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After failing the revival roll, if your Pirate receives a Permanent

Enemies in the City - Village


Injury that leaves you without two matching limbs (two hands,
two legs or two eyes), the severity of the injuries will force your
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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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For Enemy spawning purposes, make a roll on the adventure's


Remove your Pirate’s miniature from the tile. Enemy Chart each time you reveal a City tile or open a door.
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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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Your newly-arrived Pirate will spawn on that tile on the exit


space closest to the starting tile or area, or on an adjacent empty When a tile or room has only one exit, place the Enemies on
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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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32
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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).

Jump across rooftops: when your Character wants to ‘Jump’ from


it will use its to position itself adjacent to the roof and
will try to ‘Push’ that Character off the roof according to
the following rules:
one rooftop to another, you must make an 2 difficulty roll and
The Enemy must position itself adjacent to the roof
get as many successful rolls as the number of spaces separating
where its target is and spend one of its remaining
you from the rooftop you want to ‘Jump’ to (counting the
movement points to make a confronted roll against its
target rooftop itself as a space). In case you , place your target instead of making its standard attack.
Character Knocked Down on the ground space adjacent to If the Enemy succeeds, your Character will suffer 1
the roof from where you jumped and suffer 1 . and will be Knocked Down on one of the spaces
adjacent to the Enemy (the Captain decides).
If the Enemy fails, it is Knocked Down on its own
space and suffers 1 .
This same rule applies if a Pirate or Ally wants to
When a sniper appears on a rooftop, the Pirates rush to climb on a roof occupied by the maximum number of
take him out. The Surgeon tries to ‘Jump’ from his roof to miniatures, with the only exception that the Pirate must
the Redcoat, spending 2 and making an Agility roll. He spend 2 , and the Ally one action, to ‘Climb’ and
rolls 3 dice, he must pass a difficulty of 2 to succeed and he perform the ‘Push’ attempt.
needs three successful rolls (one for each space between the
two roofs, plus one for the target roof). He rolls a 3, a 4 and
a 6, so he gets three successful rolls and makes the ‘Jump’.
The Sea Dog also tries to ‘Jump’, spending 2 . As he has
3 , he rolls three dice and gets a 1, a 3 and a 4, so he does
not get the three success rolls he needs. Place his Knocked
Down miniature on a space adjacent to the roof from where
he jumped, he suffers one and misses the rest of his
turn. Finally, the Voodoo Shaman performs a ‘Climb’ action
from the ground, also spending 2 , but in this case he is
automatically successful without the need to roll.

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Grappling Hook: if your Pirate uses the Grappling Hook Gear


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card to 'Jump' between rooftops, you may do so without


having to make the corresponding roll. However, by doing
this you can only ‘Jump’ a number of spaces equal to your .
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A Pirate, Ally or Enemy that is on the ground, cannot perform


a or action against a target that is on a roof. However, a
Character or Enemy that is on a roof can perform actions
against targets that are on the ground or on another roof.
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Enemies can climb up and descend from roofs as if they


were normal terrain, but they cannot climb on a roof if there
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are no Characters on it.


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The total number of Characters and/or Enemies on a roof is


limited to four.
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33
7 Adventure Phase

Pirate Flag token


Upon ending an Adventure Phase, the Pirates must review
the chapter's Success Chart and collect the specified rewards.
Depending on the goals achieved, the Enemies defeated and the
tiles revealed, each of the Pirates can get:

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.

Partial Success: this happens when the Success Chart indicates


and you can keep track of it with the Pirate Flag token on the
Adventure Board. If the players fail to accomplish the Goals of the
adventure before the Pirate Flag reaches the last space, the party fails.
that you can continue the adventure even if you have not
There are several things that cause the Pirate Flag token to advance achieved all the goals, and you are not at the end of the
Adventure Phase.

Failure: this happens if you are


one space on the Adventure Board:
1. When a Tile token is revealed (see Explore, pg. 23). at the end of the Adventure
Phase, but one of the remaining Characters manages to end the
2. On City tiles, in addition to advancing one space for revealing Adventure Phase successfully.

Repeat the Adventure: if all Characters are


any of the 4 Tile tokens, advance another space the first time
a Character opens a building (Church, Barracks, Tavern, at the start of the
India Company, Merchant's House and Shop) or a special tile Event Round, the Adventure Phase must be replayed without
(Cemetery, Cellar, Crypt or Dungeon). determining who achieved total success, partial success or failure.
3. When a Character falls . In addition, roll 1 die per Pirate
in each Event Round: advance the Pirate Flag token one space
on a result of 1 or 2.
4. When a Character fails to successfully resolve a 'Search' If the Pirates have achieved a partial success that allows them
to continue the campaign, they may decide to repeat the
action (see pg. 22).
mission to improve their result.
5. When a Pirate uses the ‘Take a Breath’ action (see pg. 25).
6. For each Enemy Class that you cannot place due to lack of
miniatures of that Class (Redcoat, Officer, Longshadow, etc.).
If you repeat an Adventure Phase, you must discard all , ,
7. Whenever a game component tells you to.

End of the Adventure


items, Legendary items, Search cards and Goal tokens obtained in
the previous attempt, and start the mission in identical conditions
(equipment, , ) to the previous attempt.

Remember that each Pirate's starting gear is returned to their


The adventure phase ends when one of the following situations occurs: respective owners 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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3. During the Character Round, if due to the placement of the


tiles and Dead End tokens the Characters cannot continue
3. Characters who have Goal tokens receive the and/or
exploring the map and are left without revealing tiles
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indicated on the chapter's Goal Chart.


essential to the plot (usually with one of the Goals).
4. If you have an Ally, you gain half of the total amount
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4. The Pirate Flag token reaches position zero on the


of obtained by your Ally, as well as all the from Goal
Adventure Board.
tokens that your Ally holds at the end of the Adventure
Phase. Finally, your Pirate may also keep any Gear and/or
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Legendary item cards obtained by your Ally, but remember


to take into account the maximum number of items allowed.
Each player notes the changes in , , Permanent Injuries,
etc., on their Record Sheets.
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5. If none of the Pirates was the Captain, determine who gets


the captaincy as indicated in the chapter or, if no method is
specified, the captaincy goes to the Pirate who got the most
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during the Adventure Phase (in case of a tie, break the tie by a
confronted roll).
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34
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Adventure Phase 7

Adventure Phase Sequence


SUMMARY

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.

Time and Difficulty: place the


Climb only Reload: 3
Push: 1 Loot: 1
token where indicated and the Explore: 1
Compass token on 1. Pick Up/Use/Drop: 1

Search and Adventure Event Decks: shuffle them separately and


Jump/Climb: 2 Disengage: 1
Take a Breath: recover .
place them face down and within reach. Advance

Other tokens: prepare the tokens described in the "Adventure


Components" section on pg. 10. Allies: a Pirate controlling an Ally may activate it and perform

Enemies: pick the indicated Enemy Cards.


2.- Enemy Round
two actions, at the beginning or end of their turn.

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.

Enemy Placement: where indicated or else see pg. 27.


that as the campaign progresses, the limit of 3 non-starting items
must be followed. Firearms are always loaded at the start.

Allies: place the cards of any Allied Characters in play.


Initiative: each Enemy Class will be activated in the order indicated in
Deployment: if there is a Captain, they will have the Initiative and will the Campaign Book and, within each Class, as decided by the Pirate
decide the order and the deployment spaces. If there is no Captain, with the Initiative. When activated, they will act according to their
Enemy Behavior (see pg. 28) and their special movement rules.

Enemy Combat: they attack the targets indicated on their Behavior


the Pirates will make a confronted Charisma roll. The winner will
have the Initiative for the time being (see Initiative, pg. 15).

Story text: the Captain, or the better-versed Pirate in its absence, Chart following the standard rules. (See pg. 29).

Fallen Enemy: once defeated, the miniature is replaced by a Fallen


reads aloud the goals and special rules.

Adventure Phase Rounds


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Enemy token so that it can be Looted, unless it was defeated by
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a Grenade. These tokens are removed if no Character is on the

3.-Adventure Event Round


same tile or has a LoS.

1.-Character Round
Rounds are played in succession until the end of the Adventure Phase.
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End of Game: if all the Characters are


Initiative: Initiative will be held, in order of Priority, by the
, 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.

Board Cleanup: remove the tokens of any Fallen Enemy, Throwing


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turn order.

Action Points: in your Pirate's turn, you may take as many actions Weapon and Allies that meet the conditions.

Recover from Stunning: both Enemies and Characters that failed


as you wish until you have used up all your . You will have
as many as indicated on your Character Card minus any
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to recover.

Manage States: perform the rolls related to Character states.


penalties you may have. You can only spend Action Points
during your own turn.

Prepare cards: flip all depleted cards face up.


Magic: the cards that are on position 0 of the cooldown turn
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track on the Magic Board are recovered, the rest of the cards
advance one step.

Adventure Event Cards: draw a card if there are no Enemies sharing


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a Tile with the Characters or within their LoS. If the card cannot

35
be applied, discard it and start the Character Round.
7 Adventure Phase

End of the Phase


In city tiles:
a. Whenever one of the 4 Tile tokens is revealed.

Accomplished Goals: the Characters succeed in accomplishing


b. When a Character opens a building for the first time.

whatever the Campaign Book required them to do. c. When a Character enters a Special tile for the first time.

Everyone : if at the beginning of an Adventure Event Round


When a Character falls .
For each 1 or 2 result in the Adventure Event Round when
all Pirates and Allies are .

End of the Map: if the Characters cannot continue exploring the


you roll a die per Pirate.
When a Character fails to successfully perform a ‘Search’ action.
map due to the placement of the components and essential tiles When a Pirate uses the ‘Take a Breath’ action.
remain unrevealed.

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.

Character and Enemy States


SUMMARY

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

Stunned: a Pirate can spend 2


new Event Round. An Character does not play their turn
to get rid of this state, an Ally during the Character Round and will be ignored by Enemies
can use one of their Actions, and the Enemies have a single
and any negative effects, it does not block LoS, and does not
attempt. If they pass a 4 roll (or whatever the effect that
obstruct through their space. They may use their again
caused this state indicates), they can continue the turn with the
when another Character revives them (see Revive, pg. 25). If
remaining /actions.

Knocked Down: a Knocked Down Character or Enemy


the Adventure Phase ends successfully with one or more ,
Characters , they continue the campaign and discard half of their
immediately stands up at the start of their turn, but cannot but they will have failed to complete the chapter and should
perform any actions that would allow them to leave their space read the corresponding section of the chapter's Success Chart.

Cursed (Pirates): -1 penalty to the


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(‘Move’, ‘Run’, ‘Explore’, ‘Jump’ or ‘Climb/Descend’). A


Knocked Down miniature, whether Character or Enemy, does roll to revive. You can only
not block the LoS. remove this state under specific circumstances (see pg. 31). If an
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Ally were to obtain this state, they immediately suffer a instead.

Hidden: a Hidden Character or Enemy must be ignored. They


A Stunned/Knocked Down Character or Enemy can defend
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themselves against attacks. If the adjacent Enemies are Stunned/


Knocked Down, Characters can ‘Revive’ and ‘Disengage’ do not block the LoS or obstruct through their space. They
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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

Poisoned (Characters): not cumulative. During the Adventure


start of their next turn or until they perform a or attack.
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Enemies remain Hidden even after attacking as long as the


Event Round, the Character must pass a 5 roll, otherwise, condition under which they obtained this state is maintained.
they suffer 1 . To remove this state, a Character must If a Character is activated adjacent to a Hidden Enemy, the
either discard one or pass a roll. Enemies cannot be
Enemy will no longer remain Hidden.

Engaged: a Character who is adjacent to an Enemy becomes


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Poisoned. Instead, the effect will be one extra added to


the weapon's damage.

Wounded (Pirates): when a Pirate receives at least 1


Engaged. Your Character can 'Disengage' from one or
they must
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more adjacent Enemies (see pg. 24). Once Disengaged, your


immediately lose -1 from their total until they recover from
all their . The loss/recovery of may occur in the middle of Character can perform a 'Movement' action through all the
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a turn. It is not cumulative. You can spend 1 to discard 1 . spaces adjacent to the Enemies it has just Disengaged from

Unconscious : when your Pirate falls


without the need to perform another 'Disengage' action.
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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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36
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Index and Nautical Almanac

Index

– Intro and Adventure Phase


Ahoy, Matey! 2
BOOK I

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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Feats, Classes and Skills 10


Annex I - Enemy Replacement in Campaigns 21
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Annex II - Admiral Mode and Cabin Boy Mode 22


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– Voyage Phase
Components 2
BOOK III
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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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Voyage Event Round 13


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Index and Nautical Almanac

Nautical Almanac

Achievements............................................ II 10 Charity........................................................ II 8 Facing......................................................... III 3


Book pg. Book pg. Book pg.

Achievement (Goal)................................. I 11 Chasm, spaces........................................... I 17 Fallen Enemy............................................ I 29


Action Points............................................. I 6 City-Village............................................... I 32 Firepower................................................... III 7
Adjacency................................................... I 16 Classes........................................................ II 10 Firepower Rolls........................................ III 7
Admiral Mode........................................... II 22 Cleaning Spree.......................................... III 11 Flight (Sea Enemy).................................. III 16
Adventure Event cards............................. I 12 Climb, action............................................. I 24 Fog.............................................................. III 14
Adventure Phase....................................... I 9 Coastal spaces (Voyage).......................... III 2 Forecastle................................................... III 6
Adventure, Components......................... I 10 Collect Salary............................................ II 5 Gambling................................................... II 9
Adventure, End of phase........................ I 34 Collision..................................................... III 14 Gear cards.................................................. I 12
Adventure, Phase Sequence.................... I 35 Combat...................................................... I 18 Goal, islands.............................................. III 8
Adventure, Setup...................................... I 14 Combat Capacity...................................... III 19 Goals (tokens)........................................... III 2
Aggressive Enemy.................................... III 16 Combat Maneuvers.................................. III 18 Goods......................................................... II 6
Agreements (Honor among Thieves).... I 9 Command Points...................................... III 8 GP Fatigue................................................. III 2
Allies (Adventure Phase)........................ I 7 Compensation........................................... I 32 Grapeshot.................................................. II 7
Allies (General)......................................... I 6 Components (Adventure)....................... I 10 Group of Pirates....................................... III 2
Allies (Port Phase)................................... II 4 Components (Port).................................. II 2 Gun Deck.................................................. III 6
Allies (Voyage Phase).............................. III 9 Components (Voyage)............................ III 2 Gunwale..................................................... III 5
Alternate attack.......................................... I 22 Confront.................................................... I 28 Haggle........................................................ II 7
Approval.................................................... II 2 Confronted Rolls...................................... I 9 Health......................................................... I 6
Archetype................................................... I 6 Consecutive attack.................................... I 21 Heights....................................................... I 17
Area of Effect............................................ III 16 Contradictions........................................... I 9 Helm........................................................... III 6
Assignments.............................................. II 3 Crew round............................................... III 10 Hidden (state)........................................... I 16
Assist........................................................... III 9 Crew’s Booty............................................ II 3 Hire Ally.................................................... II 9
Atonement................................................. II 8 Critical rolls............................................... I 8 Hire Group of Pirates............................. I 3
Attack, action............................................ I 18 Crow’s Nest............................................... III 6 Hold........................................................... II 6
Badmouth.................................................. III 10 Cursed (state)............................................ I 31 Impact token............................................. III 3
Battle Stations............................................ III 19 Cut the line (boarding action)............... III 19 Incapacitated.............................................. III 8
Behavior Patterns...................................... I 7 Debtor (state)............................................ II 8 Initiative..................................................... I 15
Behavior rolls............................................ I 8 Defeat (Sea Enemy)................................. III 16 Insult, action............................................. I 24
Bilge pump................................................ II 6 Defense (Sea Enemy).............................. III 15 Involuntary movement............................. III 14
Black Market............................................. II 4 Deplete card.............................................. I 11 Island docking.......................................... III 12
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Boarding.................................................... III 4 Descend, action........................................ I 24 Item (Goal)............................................... III 2


Boarding (boarding action).................... III 11 Destination Islands................................... III 8 Item limit................................................... I 11
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Boarding sequence................................... III 18 Destiny Points........................................... I 6 Jump, action.............................................. I 24


Boarding, end of...................................... III 20 Dice limit................................................... I 8 Knocked Down (state)............................ I 16
Body (Sea Enemy).................................. III 15 Difficulty Rolls.......................................... I 8 Land spaces (Voyage)............................. III 2
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Bonus limit................................................ I 8 Dirt............................................................. III 3 Legendary Item cards.............................. I 13


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Bury booty................................................ III 13 Disapproval............................................... II 2 Legendary Pirate....................................... II 10


Buy ship..................................................... II 6 Disengage, action..................................... I 24 Line of Sight (Adventure)...................... I 20
Cabin Boy Mode...................................... II 22 Diving Bell................................................ II 6 Line of Sight (Voyage)............................ III 17
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Cabins........................................................ II 6 Docking Area............................................ III 2 Listening to Rumors................................ II 8


Campaign.................................................. I 3 Docks......................................................... II 5 Loans.......................................................... II 8
Cannons..................................................... II 6 Drop, action.............................................. I 23 Loot, action............................................... I 25
Captain....................................................... I 3 Empty spaces............................................ I 17 Luxury treatment...................................... II 8
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Captive (state)........................................... I 30 Enemies...................................................... I 7 Madame Claude’s Manor........................ II 8


Card game................................................. II 8 Enemies, behavior.................................... I 27 Magic, action............................................ I 24
Cargo Rate................................................ III 12 Enemies, combat...................................... I 28 Magic, cards.............................................. I 12
Cartography............................................... III 2 Enemies, movement................................. I 7 Main Deck................................................. II 6
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Chainshot................................................... II 7 Enemies, placement................................. I 27 Maneuvers................................................. III 12


Chapter...................................................... I 3 Enemies, skills........................................... I 7 Market........................................................ II 4
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Chapter Stages.......................................... I 3 Enemies, spawning.................................. I 27 Market Square........................................... II 7


Character.................................................... I 6 Engaged (state)......................................... I 31 Master and apprentice............................. II 11
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Character Actions..................................... I 16 Engaging.................................................... I 16 Matelotage................................................. I 32


Character limit.......................................... I 6 Exit spaces................................................. I 17 Melee Combat........................................... I 6
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Character Retirement............................... I 32 Explore island........................................... III 13 Morale........................................................ III 7


Charisma Rolls......................................... I 8 Explore, action.......................................... I 23 Mortar........................................................ II 7

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Index and Nautical Almanac

Move Goods.............................................. III 13 Range (Voyage)........................................ III 17 St. Telmo’s Chapel................................... II 8


Book pg. Book pg. Book pg.

Movement, action..................................... I 26 Ranged Combat....................................... I 6 Starting gear.............................................. I 6


Movement (Voyage)................................ III 2 Release Ballast........................................... III 11 States........................................................... I 30
Multi-class.................................................. II 10 Reload, action........................................... I 25 Stock Up.................................................... II 7
Mutineer..................................................... III 8 Repair Task................................................ III 11 Storytelling................................................. II 9
Mutiny........................................................ III 8 Repairs (boarding action)....................... III 20 Stunned (state).......................................... I 16
Mutiny........................................................ III 21 Replacing Enemies in Campaigns......... II 21 Supplies...................................................... III 3
Naval Combat........................................... III 11 Rest............................................................. II 5 Surrender................................................... III 21
Navigation.................................................. III 12 Revive, action............................................ I 25 Switch Equipment, action....................... I 26
Neutral Enemy.......................................... III 16 Rigging...................................................... III 5 Synergy...................................................... II 11
Non-Player Character (NPC)................ I 6 Roofs.......................................................... I 17 Take a Breath, action............................... I 25
Obstructed spaces..................................... I 17 Rum (Voyage).......................................... III 3 Tasks........................................................... III 10
Offensive action........................................ I 28 Rumors...................................................... II 3 Tavern......................................................... II 9
Open Door, action................................... I 18 Run, action................................................ I 18 Theft........................................................... III 10
Operate Swivel Gun (boarding action).... III 19 Salary (Ally).............................................. II 9 Time Units................................................ II 3
Passive Enemy........................................... III 16 Salary (Pirate)........................................... I 6 Trade.......................................................... II 6
Penalties, accumulation of....................... I 8 Scheme....................................................... III 10 Travel Round............................................ III 9
Permanent Injury...................................... I 32 Sea Enemies, limit.................................... III 14 Trust Points............................................... III 4
Persistent.................................................... II 2 Sea Enemy Round................................... III 15 Two-handed attack................................... I 22
Personal Booty.......................................... II 3 Sea Enemy Type...................................... I 7 Unarmed attack......................................... I 21
Pick Up, action......................................... I 23 Sea Event................................................... III 13 Unarmed defense..................................... I 18
Pirate........................................................... I 6 Search, action............................................ I 13 Unconscious (Port).................................. II 3
Pirate Flag token (Adventure)................ I 34 Search cards.............................................. I 13 Unconscious (state)(Adventure)............ I 30
Pirate Flag token (Voyage)..................... III 3 Search for Equipment............................. II 7 Unconscious (Voyage)............................ III 8
Plunder (boarding action)...................... III 20 Ship repair................................................. II 6 Upgrade ship............................................. II 6
Poisoned (state)........................................ I 30 Use, action................................................. I 23
Port Event.................................................. II 5 boarding)................................................... III 19 Voyage Day............................................... III 9
Shoot from the Crow’s Nest (while

Port Phase.................................................. I 9 Sickbay....................................................... III 8 Voyage Event Round............................... III 13


Port Phase Sequence................................ II 5 Signal Codex............................................. II 6 Voyage Phase............................................ I 9
Port Setup.................................................. II 4 Single attack............................................... I 21 Voyage Phase Sequence.......................... III 9
Port, End of phase................................... II 5 Sinking....................................................... III 21 Voyage Setup............................................ III 8
Prerequisites.............................................. II 11 Skills............................................................ I 6 Voyage, End of phase.............................. III 13
Prosthesis................................................... II 8 Solo Mode................................................. I 3 Walls........................................................... I 17
Push, action............................................... I 23 Special Abilities (Enemies)..................... I 29 Water, spaces (Adventure)...................... I 17
Quarterdeck............................................... III 6 Special ammunition.................................. II 7 Water, spaces (Voyage)............................ III 2
Raid............................................................ III 10 Special Skills.............................................. II 10 Weather...................................................... III 13
Rally (boarding action)........................... III 19 Speed (Sea Enemy)................................. III 15 Wood.......................................................... III 3
Ram............................................................ II 7 Speed Rolls................................................ III 7 Wounded (state)....................................... I 30

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Range (Adventure).................................. I 21 Spot............................................................. III 10 Zombie...................................................... I 26
Spotting...................................................... III 2

Credits
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Original idea and game development Testing and review


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Developers David Illescas, Óscar M. Dóniz & José A. Rojo


Game Designer: David Illescas Óscar M. Dóniz, José A. Rojo, José Mora, Paula Rodríguez, Naty Caré, Flavio
Collovini, Joan Arós, Guillermo García, Toñín Fernández, Raúl Rubio, Oliver
Publisher: Eclipse Juegos Editorial S.L. Brettschneider, Francisco José A. Muñoz, Francisco Araujo, Alfonso Blanco,
Project Manager: Luis Álvaro Hernández Fernando Díaz, Ana Moreno, Sergio Rodríguez Yanes, Javier Romero, José

Art & Graphics


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Chief Reviewer: Javier Romero Manuel Moreno, Luis Álvaro Hernández, Raquel López, Miguel Ángel

Copywriting and translation


“Wishgamer” Díaz, Koldo “Koldan” Ocina & Roberto “Celebfin” Villardón

Art direction: Jaime González


Illustrators: Paco Arenas, Roberto Picó & Eugenio Delgado Original text: David Illescas
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Graphic design: WAH! Studio Translator: Buster Lehn


Miniature sculpting: 3Dbreed miniatures Content review: Sergio Rodríguez Yanes, Javier Romero,
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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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Everything is so much easier with you!

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© Eclipse Juegos Editorial 2019-2023 – All rights reserved.

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