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T ake on the roles of the wayward Peter Pan, the

notorious captain James Hook, and many more


game Materials
while you explore the ever-changing island. Your choices
will guide you through different storylines, from the
seductive merfolk in the lagoon, to the brave nomads in Game Board
the mountains, and into all of the secrets the island has to
offer. Gain allies and items, unlock new abilities, interact
with locations and characters, and gain experience during
multiple adventures.
As everybody’s Neverland is different, every game will be a
new adventure, with new possibilities and challenges to face.
Though there will be a winner, the stories on the immersive
island of Neverland are where the real joy is found. It’s not
about the end, it’s about the journey!
Game Materials.................................................... 2
Story
Setup.......................................................................... 4 Tuckboxes
Game Flow............................................................... 6
End of the Game ............................................ 6
Playing Your Turn............................................... 8
Upkeep Phase.....................................................8
Adventure Phase (Actions).............................9
Interact ........................................................... 9
Move ............................................................... 11 Story Decks
Track ............................................................... 13
Search ............................................................. 13
Challenge ........................................................ 14
Rest ................................................................. 15
Items.....................................................................16
Completing Side Quests.................................18
Scoring & Leveling Up....................................19 Skill Tokens
NPC’s........................................................................... 20
Companions........................................................20
Independent.......................................................21
The Jolly Roger................................................22 Character Boards
Events....................................................................... 24
Starting Events................................................25
Character
Additional Rules................................................. 26 Miniatures
Happenings.........................................................26
Locations in Neverland................................28
Abilities..............................................................32
Symbols & Icons..................................................... 33
Adventurer's Log.............................................35
Smee's Journal...................................................36
Rules Overview.................................................38

2 GAME MATERIALS
Main & Side Story
Markers 4-sided Dice
6-sided Dice
NPC Standees
& Colored Bases

Island Markers Starting Event Cards

Adventure Point Happening Cards


Markers

Event Tokens Side Quest Cards

Level Up Tokens
Condition Cards

Wound Tokens

The Crocodile
Miniature & Standee
Specific
Item Cards
Generic
Item Cards

Location Tokens
Character
Standees & Bases
Character Specific
Item Cards

GAME MATERIALS 3
7 Side Quest track

4
Setup F E G

Adventure Point Tracker


1 Choose an island of Neverland by picking a side of the Game Board.

2 Choose a play mode:


• For cooperative play, choose a cooperative Story Deck for multiple
characters and take the matching Character Boards.
• For competitive play, each player chooses a character and takes a
matching Story Deck and Character Board.

3 Place your chosen Character Board in front of you. Take the

1
corresponding Story Markers, Dice, Level Up Tokens, Skill Tokens,
Character Specific Item Cards, Side Quest Cards in your color, and
Miniature (or Standee) from the box. Each character has a special ability
A and faction B (see page 12). Place your Skill Tokens on the
highlighted starting values of your skills C . Place all other components
next to your Character Board D .

4 Place your Adventure Point marker on the “0” of the adventure point
tracker on the Game Board.

5 Take all Specific Item cards and put them in their designated spot on
the Game Board.

6 Take all Generic Item cards, shuffle them, and put them in their
designated spot on the Game Board.

7 Set up the Side Quest track:


• Take the Starting Side Quest cards (showing next to the card
name) and place them randomly on the first two “open” track
spaces E .
Adding a Starting Special Location II Terrain Type
• Shuffle the Generic Side Quest cards (colorless) together
• Reveal cards from the Happenings deck until
with the chosen characters’ Side Quest cards. This is the Side Quest
you find a Special Location card I .
deck. Put it on the indicated space to the left of the open track
• Place this Special Location card on an available
spaces F .
• Depending on the number of players, take Side Quest cards from
Special Location space I . 8
• (see inset on page 11)
Note the terrain type (see 11) of your Location
the top of the deck and put them face-down on the discard pile: 1 in Special Location card II .
III
Name
a two player game, 2 in a three player game, and 3 in a four • Choose one set of Island Markers. Place one on the
player game G . Special Location card and the other on a

8
random location of its Terrain type (see (see inset
Take all Happening cards, shuffle them, and place them on the indicated
on page 5 for how to randomize a location).
location).
space H . This is the Happenings deck.
• Put all other revealed cards in the discard pile.
OPTIONAL: Choose whether you want to start your adventure with
one or more Special Locations in play. They provide more starting
options for the players I . We advise to play your first game without In the example card on the right, the Pirate Encam pm ent III
a Special Location. should be placed on a random beach or forest location. I Card Type

4 SETUP
5 6 Item Cards
8 Happening track

9 Take the following Location Tokens and put them on a random


location (see inset below):
I
H • “The Little House” on a random forest location;
• “Camp of the Braves” on a random mountain location;
• “The Jolly Roger” on a random sea location. Put its 2 NPC
cards next to the Game Board, equipped with the Specific
Item: Cannon “Long Tom” (see page 22).

Random Locations
Each time the game asks you to
place something on a location icon
(for example: Place The Little House
Events track
on ), or go to a location icon,
Location Name I

Active Events
reveal cards from the Happenings
K deck until you find the requested Terrain Type (Border Color) II

terrain type on the bottom of a card Forest (green


(green))
II . Find and use the location on the Mountain (orange
(orange))

10 map I . Put all revealed cards in the


discard pile.


Swamp (red
(red))
Beach (yellow
(yellow))
Sea (dark
(dark blue)
blue)
Note: You’ll use this map snippet only
River (light
(light blue)
blue)
when the game uses a location icon.
See page 11 for an explanation on
Terrain Types and Borders.

9 10 OPTIONAL: Choose whether you want to start your adventure


with a Starting Event, changing the difficulty of the game. To
play with a Starting Event, select the Event and place it on an
open “Event” space K . We advise to play your first game without

3 a Starting Event.

11 Determine the starting player. We suggest choosing the player


who most recently dreamed strangely. Going clockwise, each
player reads page one of their Story Deck out loud, performs the
additional player setup printed on the Story cards, and makes
B their first Story Choice. (For an in-depth explanation of all the
A markings on Story Deck cards, see page 9, 33, and 34.)

12 You are now set up to start your Adventure in Neverland!


Continue in turn-based direction.
C (See page 8: Playing Your Turn.)

C D
SETUP 5
Game Flow
dventures in Neverland is a turn-based game played in a
A clockwise direction. Each turn a player first performs their
Upkeep Phase and then takes up to 3 actions in their Adventure Phase
to explore the island of Neverland. They can interact with stories,
happenings, other characters, and special locations. Players also
earn Adventure Points to level up their character. The player with
the most Adventure Points at the end of the game is the winner!
Even though there will be a winner, the unfolding of the stories and
experiencing the adventures are the most important part of the
game. It’s not the end, but the journey that matters!

Your main story is narrated through your Story Deck, which


consists of several chapters with different storylines. Depending on
the player’s choices, the story will provide different options, tests,
and outcomes. As every chapter of each character poses multiple
outcomes, your adventures in Neverland will be different every time
you play.

Besides your main story, numerous other things are going on in


Neverland. Side Quests and Happenings provide smaller adventures
and special locations to interact with, which can grant you items or
Adventure Points. Throughout a story, Events may come into play,
changing the game play, and making each game a unique experience.

End of the Game

T he game ends as soon as the Side Quest deck runs out or when
every players’ Story is over (finished, or failed). The player with
the most Adventure Points wins the game. In case of a tie: hold a
crowing contest!

Cooperative Play
Some stories are written for cooperative play. They use the same
rules as competitive stories, but may have some exceptions and
alternative win/loss conditions. Any special rules are explained in
the respective Story Decks.

6 GAME FLOW
7
Playing your turn
The game is played in turns in a clockwise direction. Every turn consists of an Upkeep Phase and an Adventure Phase.

Upkeep Phase
In your Upkeep Phase, perform the following steps:
4. You may take one Side Quest card from the Side Quest Track (regardless
1. Reveal a card from the Side Quest deck.
of its color) and put it on the Side Quest-spot on your Character Board
2. Check the color and icon on the bottom right corner of the Side A . If there is no available Side Quest-spot on their Character Board, the
Quest card. These colors and icons correspond with effects on Events,
player may choose to exchange their current Side Quest with the newly
special locations, and items. If the color or icon on the Side Quest
chosen one. Place the old Side Quest card back on the same spot of the
card matches the color or icon on an Event card, special location, or
Side Quest Track.
item, perform the effects on those cards.
Should the Side Quest Deck run out (so no card can be revealed during
Example I the Upkeep Phase), the game ends immediately.

If the left card was revealed,


it triggers all effects marked
by an orange color, or feather
icon, for example on Event
(see page 24).
cards (see 24). For the
card on the right you’ll be
looking for purple colored
or pipe icon indications.

A
3. Place the revealed card on the first space of the Side Quest Track.
If there is already a Side Quest on the first spot, move the occupying
card to the second space, and move the second card to the third
space (see below). If a Side Quest card would be pushed out of the
third space, flip it facedown and place it in the discard pile.

Side Quest Track

8 PLAYING YOUR TURN - UPKEEP PHASE


Playing your turn
Adventure Phase
You may now perform actions with your Player Character (PC) and/ Story Markers & Progression
or any Non Player Characters (NPC’s) on the board. Possible actions The Story Decks consist of several chapters, forming different story
include: Interact, Move, Track, Search, Challenge or Rest. lines. Main Story Markers and Side Story Markers represent a new
You may perform up to three actions in total; chapter of that story.
• one for your PC; Main Story Markers have no numbers indicating the chapter. Instead,
• one for an NPC on the board; each player character has 3 unique Main Story Markers in their own
• and one bonus action for either your PC or an NPC. color. You’ll continue with the last referenced chapter which is on the
You may perform your actions in any order you wish and any action last Main Story card you read (see the examples on page 10). To find the
may be performed multiple times. correct chapter:
1. Note the color of the Story Story Chapters
Interact (Action) Marker and find the corresponding
Character’s Story Deck. R ibb on

B y interacting, you’ll uncover the adventures Neverland has set 2. Search the Story Deck for a card
Story
out for you. Interacting opens up new options for your story and with a ribbon showing the correct Marker
Story Marker icon and chapter icon
may provide you with items or Adventure Points.
number. This indicates the start of a Chapter
new chapter. Number
As an action, a Player Character may interact with tokens on the
location they’re standing on. Player Characters can interact with
their own Main Story markers, all Side Story Markers (including There may be multiple Side Story Markers on the board, and all characters
Markers from other players), and the black Island Markers. NPC’s (including NPC’s) can interact with them. Each Player Character has 3
may only interact with Side Story Markers and the black Island Side Story Markers in their own color, featuring a roman numeral. These
Markers. reference the associated chapter in that Player Characters’ Story Deck.

When you interact with a Main Story Marker or Side Story Marker, Island Markers
remove it from the board. When interacting with Island Markers (all PC’s and NPC’s can do so),
follow the instructions on the associated card.
Note: Sometimes Story Markers will be placed on a Character Board.
You cannot interact with a Story Marker on a Character Board!

Example II
a
Diana’s Grove has a green Main Story Marker from Peter
Pan a , a red Side Story Marker from James Hook b , and a
black Island Marker representing a Special Location c . Peter Pan
can Interact with all of the markers, while James Hook and the
NPC can only Interact with the red Side Story Marker and the
c
black Island Marker. Each interaction costs 1 action. b
Any character interacting with the red Side Story Marker will
read the chapter with II from James Hook’s deck.

PLAYING YOUR TURN - ADVENTURE PHASE 9


Playing your turn
Adventure Phase
Resolving a Story Card The reward section A indicates how many Adventure Points you gain
When you've found the chapter, read the card out loud, so all as well as any other rewards. You may also lose companions or items.
players can enjoy the story that unfolds. Most often, at the bottom Add the Adventure Points to your total, and advance your marker on the
of the card you find a number of options to choose from. After you Adventure Point Tracker on the left side of the Game Board.
choose, flip to the backside of the card and read only the result

+3
Example II
of your chosen option. Depending on your choice you will read
Gain 3 Adventure Points.
the top or bottom half of this card, or one of the next cards. Your
choices matter, as they will impact what storyline you’ll follow. The result section B shows what options you have to continue your story.
Keep the Story card (showing the number of the next chapter) revealed
next to your Story Deck. Put the Story Marker on the next location.
Example I
If you choose “A: Stay on Example III
Black Rocks to see where In the A section on the Story card to the left, the Main Story Marker
they’re going.” you flip to see
(shaped like a hook) needs to be put on a random forest location ((see
the backside of the card and page 5: Random Locations).
Locations). Keep the card revealed to remind you to
read the top (A section) of continue on chapter 9.
the card. If you choose “B:
A Alternatively, you need to complete another goal before you’re able to
Head down the hill so you
continue to the next chapter. For example, you need to find a Faction (see
can follow them.”,
them.”, you flip to B
page 12) on a specific terrain type (see page 11).
the backside of the card, turn
it upside down and read the B
section of the card. Example IV
This indicates you need to find a Pirate in the Forest. Keep this
card revealed to remind you of your objective. When you do so, you
Sometimes your choice leads to a skill check (see box below), which immediately continue with chapter 9. To find a Faction you can either
affects the progress of your story. Just like choosing an option, the stumble upon them by chance when moving (see (see page 11: Move)
Move) or
results of a skill check will guide you to the next card. (see page 13: Track).
deliberately track them (see Track).

Skill Checks
a b
A skill check uses either Speed, Strength, or Cleverness.
c Health Speed Strength
To perform a skill check, add your current skill value
a to a D4 dice
dice roll b . If the result is equal to or 5
higher than the requirement c , you succeed.
Cleverness Search

10 PLAYING YOUR TURN - ADVENTURE PHASE


Playing your turn
Adventure Phase
When you continue with the next Main Story chapter, return the example, he rolls a D4 as his speed die b , rolling a 3, and then adds
revealed card back to your Story Deck in the correct order. Find the his Speed Skill – 4 a . James Hook has 7 movement points to spend
next chapter in your Story Deck as indicated by a ribbon with the this turn. These may be spent throughout your turn but any unspent
correct icon and number. movement points are lost when you end your turn.

End of Your Character Story Movement: Locations & Terrain Types


A story is over when the Story Deck clearly indicates that it is The map of Neverland consists of various locations, each having its
finished or failed. Remove all of your remaining Story Markers from own terrain type (marked by the colored border, shown below). To
the game board. Depending on how you finish your story, there may move from one location to another, players typically need to spend 1
be an epilogue card to read (and explore!). Whether or not the story movement point.
includes an epilogue, immediately put the top 4 cards from the Side Moving out of a Sea or River location is more difficult and costs 2
Quest deck in the discard pile. movement points. If a character enters a Swamp they lose 1 Health
(to regain Health, see page 15: Rest). Players may always move across
Even though your Main Story has ended, you’ll continue playing. The
dashed lines, as they represent passable borders.
game ends when all players have finished their stories or when the
Side Quest deck runs out. Players may not move across borders with a solid line as they are
blocked, representing impassable terrain like a steep cliff. Some areas
feature strong currents or a maze; arrows indicate the only direction
Move (Action) in which movement is possible (see below).

Borderless
T o perform a Move action, roll your speed die and add your
Speed Skill to the result. Both of these values are found on your
Character Board. The resulting value is the number of movement
Some cards include the keyword Borderless. If you have Borderless
you may move without border restrictions (Blocked border and One
way border). You only have to spend 1 movement point when exiting a
points ( ) you may spend this turn. Using James Hook as an Sea or River location. You don't lose 1 Health when entering a Swamp.

Example V
Terrain Types & Borders
Blocked border (solid line) James Hook rolls a 2 with his D4, which adds up to 6 movement
(of a Mountain/River location: orange
orange//light blue)
blue)
points in the example on the left page. James Hook starts in The Veil
One way border (arrow line)
(travel only into the Fae Lands) and wants to reach Stormy Shore. He can move from The Veil to Fae
Lands ( ). From Fae Lands he moves to the Mysterious River
Regular border (dashed line)
(of a Swamp/Mountain: red
red//orange
orange)) 1
(
1 ). He cannot move onto the mountain below because of the
The colors of the borders match the color of Terrain type icons: Blocked border, so he moves to Marshy Lands (
2 and
cannot move to Stormy Shore now, because of the One way border,
-1 ). He

so he moves to the mountain on his left first (


1 ), and finally

Beach Forest Mountain Swamp Sea River


moves to the Stormy Shore (
way border.
1 ), in the correct direction of a one
entering: exiting:
Note: See page 28 for all locations in Neverland.
-1 2 instead of
1 PLAYING YOUR TURN - ADVENTURE PHASE 11
Playing your turn
Adventure Phase
Discoveries During Movement: Special Locations provide new interesting places on the game board.
Place the new Special Location by shifting all Special Locations without a
Happenings Story Marker down a slot on the corresponding track. Any that move off
When your PC performs its first Move action in a turn, the player the track are discarded and their tokens are returned to the supply. Next,
to the right of you draws the top card from the Happenings deck take two matching Island Markers. Assign one to the Special Location
and checks the Terrain Type displayed on the top-left corner of the card and the second to the location on the Game Board where the card
card keeping it hidden. If the Happenings deck is empty, reshuffle was triggered.
the discard pile, and create a new deck. When your PC moves into a Note: Special Locations with a Story Marker on them cannot be moved on
location that matches the Terrain Type on the Happening card, the the track, and won't be discarded when adding a new Special Location.
player to the right immediately tells you to stop your movement. In the unlikely event that the track is full of Special Locations with Story
Markers, the next Special Location is placed next to the board.
If your PC’s goal mentioned in your Story Deck was to track a
Faction (see right) on the Terrain Type your PC just moved into, Tasks give players an assignment that can take multiple turns to fulfill
the player to the right checks the top section of the Happening (follow the instructions on the card).
card. If the displayed Faction matches your goal, you successfully Your PC continues their turn afterwards, unless otherwise specified.
find that Faction and immediately continue with the next chapter You may continue moving using your remaining movement points. Do
of your Story Deck. You do not have to spend an action. not draw a new Happening card as a Happening can only happen once
per turn when using the Move action. An unused Happening card is
Otherwise, the Happening triggers. Resolve it by using the card’s discarded at the end of your turn.
middle section (see page 26 for a detailed explanation). There are 3
types of Happenings: Factions & Faction Households
While you roam Neverland you may encounter characters. They all
Encounters are one-card adventures that offer different ways to belong to one of the six Factions, as shown on their Character Board,
handle them. Some options are only available to a specific Faction, NPC card, or Happening card.
as shown by the Faction symbol. The player to the right reads only
the available options.

a Animal Brave Fae Lost Boy Mermaid Pirate


Example I b Whenever you see the icon, it refers to all Factions. When a Faction
In Example V on page 11, James Hook icon is crossed out, it refers to all Factions except the pictured Faction
takes the Move action and moves from the (all but Pirates in this example: )
Mysterious River ( ) onto Marshy Lands
( ). The player to the right stops the
movement since the Happening card drawn
Animal Brave Fae Lost Boy Mermaid Pirate
matches Beach/Swamp terrain a . The active
player’s objective was to track a Fae b Factions may have 1 or more Households. You’ll find the icon of a
Faction Household on the Game Board, Location tokens, and some
(matches) in the forest (does not match), so
of the Special Locations in the Happenings deck. If you Track ((see see
it’s not successful. This means the Happening page 13)
13) for that Faction on one of these locations you’ll automatically
card is triggered instead, which in this case is succeed for the matching Terrain Type (for ( for example: you'll automa-
an Encounter c . tically succeed at tracking a Pirate on a beach on the Pirate Isles). You
See page 26 for a detailed explanation.
c cannot Challenge ((see see page 14)
14) a character that is on a Household
( for example: Peter Pan cannot Challenge Mr
matching its Faction (for
Smee on the Pirate Isles).
12 PLAYING YOUR TURN - ADVENTURE PHASE
Playing your turn
Adventure Phase

Track (Action) Search (Action)

I f your objective is to track a member of a Faction, as indicated on


some Story cards, the easiest way to do so is to deliberately look for
them by tracking them down.
Y ou are able to find new items on your location using the Search
skill. Items can boost your skills and/or give you new abilities.
To Search:
To Track:
• Be on the required Terrain Type where you need to find the • Reveal Happening cards equal to your Search skill. On the
Faction. bottom right corner of the cards an Item symbol with a number
• Declare the Faction you are tracking. may be displayed.
• The player to your right reveals Happening cards equal to your • Draw cards from the Generic Item deck equal to the total value
Search skill. on the Item symbols of the revealed Happening cards.
If one of the cards displays the matching Faction you are tracking in • Choose 1 item and discard the others.
the upper right corner, the Track is successful, proceed with the next
chapter in your Story Deck as if you found the Faction while moving.
If your Track is unsuccessful, the first revealed card that matches
the Terrain Type your character stands on triggers the Happening Example III
card instead (see page 12). If there are no matching Terrain Types, (see page 10),
James Hook's Search skill is 3 (see 10), so 3 cards are drawn. Two of the
nothing happens. cards display an item symbol, indicating 2 g and 3 h items. In total the
Note: A second Happening might still trigger or could have been player draws 5 Item cards and chooses one.
triggered already by using the Move action.

Tracking While on a Faction Household


If your character’s location contains a Faction Household icon,
Tracking for that Faction is automatically successful for that
Terrain Type.
Example II
The active player’s objective is to find a Pirate on the d
beach. They move to a beach location and perform the
action Track
Track.. The player to the right draws a number
of cards equal to the active player’s Search skill, none g
containing the icon, but one containing the
icon. The Track is successful, since there are Pirates f
found d .
h
Alternatively, when the card displayed to the right
would have been previously placed on a beach location
as a Special Location e , it acts as a Household for
Pirates f . Therefore you would automatically succeed
(this
when tracking a Pirate on a beach on this location (this
means no extra Happening cards are revealed).
revealed). e
PLAYING YOUR TURN - ADVENTURE PHASE 13
Playing your turn
Adventure Phase
Ranged Attack
Challenge (Action) Some items or NPC’s grant the ability to perform a Ranged attack. If a
character has Ranged attack, they may Challenge a character from an

T
adjacent location. The winning character may only choose to 'Attack', they
he challenge action allows you to either 'Steal' from another
may not choose to 'Steal', and can only deal damage if they have the ability
character (PC or NPC) or 'Attack' them.
Ranged attack.
To Challenge:
• The target of the challenge must be of a different Faction. Counterattack
• Both characters must be at the same location (except for Ranged Some items or NPC’s give the ability Counterattack. If a character has
attacks, see on the right).
Counterattack and loses a challenge, they deal 1 damage to the opponent.
• The target is not standing on a Household Location matching
their Faction. If the opponent challenged from an adjacent location is using Ranged
• Choose one of three skills you want to use (Speed, Strength or attack, you may only deal damage if the item that grants Counterattack
Cleverness). also grants Ranged attack.
• The challenging player and target perform a skill check with
the chosen skill. Example I
• If the target is an NPC, the player to the challenger’s left Wendy has found a Slin g which has Ranged attack a . She wants to challenge James
performs a skill check for the NPC. Hook, who is on an adjacent location.
location. However, since he’s standing on a Pirate Household
(his own Faction) b she’s unable to challenge him.
The character with the highest result wins the challenge, gains 1
Adventure Point (in case of a PC), and chooses one of these options: Although Peter has caused her some trouble during this game, she is unable to challenge
• 'Steal': choose and take one item from the opponent. him because he is of the same Faction.

• 'Attack': deal damage to the opponent equal to the Wendy’s only option is to challenge Tiger Lily c . She chooses Cleverness and both
difference of the skill check. You may choose to deal the players perform a skill check. Wendy rolls a 3, adding up to 6 total with her Cleverness
damage to a companion of the opponent instead (see page 20). skill of 3. Tiger Lily rolls a 2, adding up to 4 total with her Cleverness skill of 2. Wendy
has the highest result and gains 1 Adventure Point.
Note: In case of a tie in a challenge, the defending character wins.
Wendy chooses to 'Attack'
'Attack',, dealing 2 damage to Tiger Lily. Tiger Lily adjusts her
Health tracker accordingly. However, since Tiger Lily has the Elkwood Hatchet (with
c Counterattack)) d , and she lost the challenge, she deals 1 damage to Wendy as well.
Counterattack
Wendy also adjusts her Health Tracker.

14 PLAYING YOUR TURN - ADVENTURE PHASE


Playing your turn
Adventure Phase

Rest (Action)

A character regains 2 Health ( ) when resting. You can never


gain more Health than your maximum Health Skill ( ).
Your maximum is calculated by your starting Health, plus any Health
gained from items. As with other skills, you can never go above 6, or
below 0 Health.
Note: The Skill Token is used to mark your current Health.
If a Player Character rests, adjust the Health skill token on the
Character Board. Any “Wounded” Condition cards on a companion
(see NPC's: Companions on page 20) are then removed.
If an independent NPC rests, remove up to 2 Wound Tokens.
In addition, all exhausted items are refreshed and turned upright,
ready to be used again. (see page 16 for Exhausting Items).
Recovery
If an ability or card features the Recovery keyword, regain Health up
to your maximum when using the Rest action.

Defeated: Reaching Zero Health


Whenever a PC’s Health falls to zero
zero,, the following happens:
1. Choose one of your items, discard all others (see Discarding
Items on page 16). Don’t forget to adjust your skills
accordingly.
2. Place your PC on an adjacent location.
3. Take the “Defeated” Condition card.
4. You must first regain Health (for example by using the
Rest action) before doing anything else.

PLAYING YOUR TURN - ADVENTURE PHASE 15


Playing your turn
Items

I tems can be earned throughout a Story or found while searching.


They are used to enhance your character or further a storyline.
There are Generic Items and Specific Items. The Specific Items are
Specific Item Cards

marked by either a silver tag featuring “SPECIFIC ” on it a for player- b


independent Specific Items, or a colored name tag with a characters’ a b
name (for example: PETER PAN) b for the Characters’ Specific Items.
All items can be used by all characters, unless otherwise stated.
When an item alters one of your skills c , adjust the Skill Token
on your Character Board up or down when gaining or losing the
item, respectively. Certain items will only alter a skill of specific
Factions. Some items have an ability that may be used one time; they
You have 5 item slots on your Character Board. Items need to be put
are discarded after use and its effect only lasts until the end of your
on a slot corresponding to the item’s requirement e . If the item card
turn. Other items are exhausted d after use (see page 17). Using
does not require a specific slot, you can place it on a slot of your choice.
cards does not cost an action, unless otherwise stated.
Whenever you gain more items than available slots (of that type, or in
Whenever the Generic Item deck runs out, or you’re unable to draw general), you must discard any excess items of your choice.
enough item cards, reshuffle the discard pile, and create a new deck.
Item Slots on Your Character Board
Note: Some cards feature flavor text, which does not impact gameplay
Items need to be placed on the correct item slot. Some characters
in any way.
have different options to place items, but in general a character has:
f two Hand slots h one Bag slot
Item Cards
g one Body slot i and one Feet slot
Tit le
c c
Skill
Adju s t ment

Faction
Specific Skill
Adju s t ment
f
f
d A bi l it y g
Flavor Text

S lot
Re qu i re ment e
S p e c i f ic Ite m i
S e t Sy mb ol h

16 PLAYING YOUR TURN - ITEMS


Playing your turn
Items
The game can refer to item cards in two ways. Firstly without Discarding Items
mentioning a name: Whenever discarding Generic Items, place them in the Generic Item
discard pile. When discarding a Specific Item, take the top 5 cards
Drawing and Discarding Item Cards from the top of the Generic Item deck, without looking at them, and
shuffle the discarded Specific Item into them. Replace that stack, now
: Draw 1 item from the Generic Item deck. 6 cards, onto the Generic Item deck.
+1 Removing Items
: Discard 1 of your items to the item discard pile. If an item is removed from the game by an effect, return the item to its

-1 corresponding Specific Item deck.

Trading
Secondly, if a name is stated after the icon, it refers to a Specific When you share a location with another PC, you may freely exchange
Item card in either the Specific Item deck on the Game Board or the and rearrange items if all players involved agree. This does not cost
Character Specific Item deck: an action. You may also freely rearrange items with an independent
NPC of the same faction when standing on the same location. When
an already exhausted item is traded, it stays exhausted.
Drawing and Discarding Specific Item Cards

Example I
Faerie Dust: Draw the Faerie Dust card from the
+1

Specific Item deck (or your Character’s
Specific Item deck when written on a
Turn the card Faerie Dust (showing Exhaust
activate the ability Borderless
Exhaust)) sideways if you’d like to
A . The effect only lasts until the end of
Story card). your turn. After using the Rest action, turn the item back to its normal
position. You can now Exhaust it again and use the ability.
Faerie Dust: Discard your Faerie Dust and place it
-1 in the top 5 cards of the Generic Item
deck at random.

Faerie Dust: Remove your Faerie Dust from the


game.

Exhausting Items
Some items require you to Exhaust them before the ability becomes
A
active. Turn the item sideways to show it is exhausted. Its effect lasts
until the end of your turn, and you cannot use the item again until it
is refreshed during a Rest action. Exhausting an item usually does
not affect any skill adjustments it provides your PC.
PLAYING YOUR TURN - ITEMS 17
Playing your turn
Completing Side Quests

S ide Quests are optional objectives the PC’s can choose while
adventuring in Neverland. Each Character Board features one
Side Quest slot (or two in the case of Peter Pan). You may change
Example II
In his turn, Mr Smee discards his
your Side Quest at the start of your turn, during the Upkeep Phase “Deadly as the Sea”
Sea” Side Quest card to
(see page 8). You may take any available Side Quest from the Side move the Jolly Roger to Stormy Shore.
Quest track, regardless of its color. Since James Hook is standing on the Jolly
Roger, he moves along with the ship.
Whenever you use the ability a on the Side Quest card, or meet the
challenge given b , discard it to the Side Quest discard pile. When At the moment the Jolly Roger moves
you meet a challenge, you’ll receive a reward c . If the card gives onto the Stormy Shore, James Hook now
you an ability a you can only use it once, but at any time. The effect meets the challenge of his Side Quest card
will last until the end of the turn! Using a Side Quest costs no action. “Shiver (even though it’s not his turn).
Shiver”” (even turn).
The trigger color and/or symbol d is not used when completing He discards it, gains 2 Adventure Points
Side Quests - it is used to trigger effects in Events, Special Locations, and adjusts his Adventure Point Marker
or Stories (most of the time during the Upkeep Phase, see page 8). accordingly (see page 19).
19).

Side Quest Cards

Tit le Example III Wendy Darling decides to Challenge


Mr Smee using Cleverness. She wins
the challenge with a difference of 3 and
a A s s i g ment b chooses to 'Attack'.
Attack '. She deals 3 damage to
Mr Smee. Mr Smee's Health falls down
A bi l it y to 0, and he takes a "Defeated" Condition
(see page 15).
card (see 15).

c
d Re w a rd Since Wendy Darling has the Generic
Tr i g ge r d Side Quest card "Scoundrel
"Scoundrel", ", she
C olor & Sy mb ol receives the Specific Item "Eye' s Twinkle"
c as reward.

Example I
James Hook has to perform a skill check to continue his story. He needs
to have 5 Strength. He rolls a 1 with his 4-sided die, which adds up to 4
total with his skill of 3. This is not enough unfortunately, but he has the
Side Quest card “Fae
“Fae Magic”.
Magic”. He discards it to get a bonus of +1 on his
his
die roll, which gives him a total of 5. The skill check is successful!

18 PLAYING YOUR TURN - COMPLETING SIDE QUESTS


Playing your turn
Scoring & Leveling Up

W henever you encounter the acorn symbol, you score Adventure


Points! Adjust the Adventure Point Marker by the indicated
amount of Adventure Points.
Leveling Up on your Character Board

+3
Whenever the Adventure Point Marker of a player is placed on or f
passes a number surrounded by stars e , their character levels up
and gains improvements. f

Example IV
James Hook gets 3 Adventure g
Points. He moves his Adventure g
Point Marker from 8 to 11,
passing the 10. As the 10 is g
surrounded by stars e , James
Hook levels up! He chooses his
first character specific level up,
e
Intimidating”” f , and gains
“Intimidating
Character Specific Upgrade
Choose one of the two character specific upgrades. Place the token
the item “Sharpened Hook ”. To
on the corresponding upgrade spot f . Any new ability you might
indicate this, he places a Level
gain is in addition to your previous abilities.
Up Token on the corresponding
spot.
Reroll Upgrade
Choose a skill to upgrade (Speed, Strength, or Cleverness). Place the
Each character has 4 opportunities to level up, selecting from several
token on the corresponding upgrade spot g , covering the D4 die
possible upgrades: two character specific upgrades (Explained on
icon. Whenever you roll that skill, you may choose to reroll the D4
the Character Board f ) and two skill upgrades (Reroll and
die once. You must keep the second result.
Dice upgrade g ). Each upgrade can be performed only once. To
indicate this, each player has 4 upgrade tokens which are placed on
Dice Upgrade
their corresponding spots when chosen.
Choose a skill to upgrade (Speed, Strength, or Cleverness). Place the
token on the corresponding upgrade spot g , covering the D4
Level Up Tokens
die icon. Whenever you roll that skill, you’ll use a D6 (6-sided die)
1 D ic e Upg r a de instead of a D4 (4-sided die).
to k e n p e r c h a r a c t e r

2 C h a r a c te r S p e c i f ic 1 Re rol l Upg r a de
to k e n s p e r c h a r a c t e r to k e n p e r c h a r a c t e r PLAYING YOUR TURN - SCORING & LEVELING UP 19
NPC’s
Companions
Wounded
T hroughout a story, NPC’s can be gained as companions. Only
PC’s can gain companions. A PC can have multiple companions
at a time. The Faction of a companion is shown as a watermark on
When a companion takes damage or loses Health, randomly take a
"Wounded" Condition card. Place it on the NPC card. This changes
some bonuses and/or abilities companions would normally give the
its card A . PC. Any negative modifiers inflicted by the "Wounded" Condition
Gaining a Companion card effect the PC who controls the Wounded companion. Adjust your
Put the NPC card next to your Character Board, with the companion PC’s skills if necessary. A "Wounded" Condition card is automatically
side B facing up. Take a standee matching the companion’s removed when the associated PC uses the Rest action. If a companion
Faction. Attach it to a base, matching the color of the PC’s story would gain a second "Wounded" Condition card, discard the first one.
the NPC belongs to. Put it on the same location as your PC. Note: You can damage a companion by successfully challenging its Player
Character (see page 14), and a companion can lose Health when entering
Movement and Actions
a Swamp.
Whenever the PC moves, the companion moves with them. They
are always on the same location, without exceptions. If a Story card If a Wounded companion would become independent, flip the NPC
tells you to place a Main or Side Story Marker on a companion, place card to its independent side and place a Wound Token on it.
the corresponding Marker on/near its miniature (or standee). The
marker will move along as well. A companion might grant the PC a B
bonus to a skill and/or a special ability. Unless otherwise specified,
companions cannot perform actions on their own.
Note: If you’re using the Miniatures expansion box, use a miniature
and a colored ring instead of a standee and a colored base.
A
Example I
This NPC grants a bonus of Strength +1 a . Its PC gets
challenged and takes 3 damage. The player inflicting
the damage chooses to deal it to the NPC. A "Wounded"
Condition card is placed on the NPC card, covering its
bonus. The PC subtracts 1 from their Strength, having lost
the +1 Strength bonus from their companion. In addition
the PC loses 1 Speed b .

After the PC takes the Rest action, the "Wounded"


Condition card gets removed and all skill statistics are a
updated again.
b

20 NPC’S - COMPANIONS
NPC’s
Independent
Wounds
W hen an independent NPC C comes into play, or a companion
in play becomes independent for any reason, the NPC card
is put next to the Game Board with the independent side facing up.
When an independent NPC takes damage or loses Health, put that
number of Wound Tokens on its NPC card to indicate the reduced
Health. If an independent NPC is ever reduced to 0 Health, remove its
Take a standee matching the companion’s Faction. Attach it to a base,
standee and NPC card from the game.
matching the color of the PC’s story the NPC belongs to. If it was lost
as a companion, it remains on the same location. The Faction of an
If a wounded, independent NPC would become a companion, flip the
independent NPC is shown as a watermark on its card D .
NPC card to its companion side and place a "Wounded" Condition card
on it.
Movement and Actions
Any player can control an independent NPC by spending their NPC An independent NPC is able to:
and/or bonus action. Independent NPC’s can perform the same • Move (without triggering a Happening).
actions as PC’s (except interacting with Main Story markers), unless • Gain or Search for items just like Player Characters.
otherwise stated. • Trade items with characters of the same Faction.
• Interact with Side Story Markers and Island Markers.
When you spend actions on an NPC, the NPC performs the action. • Challenge or be challenged.
This means the PC does not gain Adventure Points, items, etc., as • Track
they do not actually perform the action. • Rest

d
Example II
Tinker Bell uses her NPC action to move Raven to Mr Smee, using
Raven’s Speed statistic. Next, Tinker Bell uses her bonus action C
to Challenge Mr Smee with Raven using Cleverness. Raven
D
loses the challenge and Mr Smee chooses to 'Attack'
Attack ' Raven, not
'Steal
Steal'.'. Raven takes 2 damage. Put 2 Wound Tokens
on Raven c .

It’s Mr Smee’s turn next! He uses his NPC action to move Raven to a
location with a Side Story marker. He uses his bonus action to let Raven
Interact with it. Mr Smee’s player reads the Side Story card and chooses
one of the options for Raven. The result rewards Raven with an item, a c
companion and 2 Adventure Points. Raven has room for 1 item, so the item
is placed on its NPC card d . He cannot gain a companion or Adventure
Points, so those rewards are lost. Mr Smee does not get them.

NPC’S - INDEPENDENT 21
NPC’s
The Jolly Roger works like any other independent NPC with a few exceptions!

The Jolly Roger


T he Jolly Roger token is placed on the Game Board during setup
(see page 4). The Jolly Roger NPC consists of two cards. The top
card has a James Hook and a non-James Hook side (see on the right).
James Hook is a Chosen Character

The bottom card has a Ship and Shipwrecked side. The Jolly Roger
starts on its Ship side (unless otherwise stated). a
b
If James Hook is a chosen character, flip the top card to show James
Hook’s character a . Put the Specific Item card Cannon “Long Tom”
on an available item slot b . Only James Hook can spend NPC and/
or bonus actions on the Jolly Roger (the crew only obeys his orders).

If James Hook is not a chosen character, flip the top card to show e g
James Hook’s shadow c . Put the Specific Item card Cannon “Long
Tom” on an available item slot. Put the top card of the Generic Item
deck on another available item slot d . Any player can spend their
NPC and/or bonus actions on the Jolly Roger (the crew runs amok
without a captain).

Note: The Jolly Roger cannot Interact with Main Story, Side
Story, or Island markers.
James Hook is not a Chosen Character
Shipwrecking the Jolly Roger
The Jolly Roger usually starts on its Ship side e . If the Jolly Roger
d
c
gets beaten in a challenge with a difference of 3 or higher, flip the
bottom card. It is now Shipwrecked f . Replace the Jolly Roger
location token g on the Game Board with the Shipwrecked Jolly
Roger location token h .

Note: If you’re using the Jolly Roger miniature, remove the front part
of the model and place the back part on the Game Board with its stern f
facing up. Replace the mast with the damaged mast.

22 NPC’S - THE JOLLY ROGER


NPC’s
The Jolly Roger
Move Challenge
The Jolly Roger can only Move in Sea locations. It uses only 1 In a challenge with the Jolly Roger, a character may still choose from
movement point to move out of a water location (see ability Swim on Strength, Cleverness, or Speed, however the Jolly Roger will always
page 32). respond by using its Strength value. If the Jolly Roger wins a challenge
from a character standing on the ship, the character is moved to an
A character may move onto the Jolly Roger freely if they share its adjacent Sea location.
location. There’s no limitation to the number of characters that can
If a character manages to win a challenge with a difference of 3 or
stand on the Jolly Roger. If the Jolly Roger moves whilst a character is
higher, the Jolly Roger gets shipwrecked, and the character gains 3
standing on it, they move along with it. Adventure Points.
Example I
Tiger Lily spends her PC action to Move towards (and onto) Wendy Darling is next. She uses her NPC action to Challenge Tiger
the Jolly Roger. She uses her bonus action to Challenge the Lily with the Jolly Roger using Strength. T he Jolly Roger wins and
Jolly Roger, choosing to use Cleverness. T he Jolly Roger will Tiger Lily is moved to an adjacent location of Wendy’s choice. Next
use its Strength skill in the challenge. She wins the challenge and Wendy uses her bonus action to Challenge Tiger Lily with the Jolly
"Steal"" the item Sabre. For her NPC action she wants
chooses to "Steal Roger using the Cannon “Lon g Tom”. She is able to since Tiger Lily is
to Move the Jolly Roger. She rolls a 3 for a total of 4 with the now one or two locations away from the Jolly Roger. It is a Ranged
Jolly Roger’s Speed skill of 1, and is able to move the Jolly attack using Strength. Luckily for Tiger Lily, she wins the challenge and
Roger up to 4 Sea locations. narrowly escapes. The Cannon “Lon g Tom” is now exhausted (see (see page
). To use it again, someone has to use the Rest action with the Jolly
17).
17
Roger.

NPC’S - THE JOLLY ROGER 23


Events

E vents are put into play through stories, and are found at the end
of the Story Deck. Some Events can be chosen from the start of
the game as a Starting Event.
Starting Events
Upon starting your game, you may collectively choose to add Events
to your Neverland. Adding Starting Events overall creates a more
challenging adventure. We advise not playing with a Starting Event on
Event Setup
your first game. A good Starting Event for your second game would be
When an Event is put in play, the Event card is placed on the first
"The Merchant".
Event spot on the Game Board. If there is already an Event on the
first spot, move that to second, second to third. Once an Event card
For a short explanation on the Starting Events, see page 25.
is moved from the third spot, put it back in the Story Deck it belongs
to (or in case of a Starting Event, place it back in the game box).
Return all tokens related to the removed Event to the supply.

The Event card explains if additional setup is required a . Read


the Effect-section of the Event card out loud: there may be an effect
taking place immediately, as shown in the example below.
b
Event Trigger
Most Events are triggered in the Upkeep Phase (see page 8 - step
2), either by a color or symbol marking on a Side Quest card. The d
Event trigger section will tell you what color and/or symbol to pay
attention to b .

Special Rules c
Some Events offer additional actions or have other effects as
explained on the specific card c .
a

Example I
The Event “ Fire
Fire”” is put into play on the Game Board
via a Story deck. A Fire token is placed on the location
where the Event started. Any characters standing on this
“EFFECT”” section
location lose 2 Health, as indicated in the “EFFECT
d . The Event will be triggered whenever a Side Quest card
featuring the orange color b is revealed.

24 EVENTS
Starting Events
The Merchant
There’s a merchant traveling around on the island. During the Upkeep Phase,
whenever a Generic Side Quest card with the icon is revealed, The M erchant
sets up his stall at a random location. Put the top 3 Generic Item cards below or next
to this Event card. The amount of Generic Item cards will increase by 3 every time
this Event is triggered. So... the longer you wait, the more choice of items you will
have. But getting an item early on in the game can give you a nice headstart.

Choose wisely, as you can only get an item from The M erchant once each game!

Day and Night


This Event starts during the daytime on the island of Neverland, making it easier
for characters to move around. During the Upkeep Phase, whenever a Generic Side
Quest card showing the icon or the icon is revealed, the Event is flipped.
It is now nighttime. All Special Locations that are in play will be unavailable during
the nighttime. Flip their cards face-down. If a Special Location contains a Main Story
Marker or Side Story Marker, or if a new Special Location will come into play during
nighttime, they will not be affected by this Event. It will become daytime on the
island again whenever a Generic Side Quest card showing the icon is revealed
during the Upkeep Phase. All Special Locations are then turned face-up again.

The Crocodile
The Crocodile adds a threat to the island. When this Event is chosen, The
Crocodile miniature (or standee) is placed on the Event card. During the Upkeep
Phase, whenever a Generic Side Quest card is revealed, place its miniature (or standee)
on a random location. The Crocodile becomes active, and moves with great speed
towards the active player, via the shortest route possible. In case of a disagreement,
the player to the right of the active player will decide how The Crocodile moves.
When The Crocodile encounters a PC or an NPC, even before it reaches its
target, it challenges that character. If the challenged character wins, they will gain
an Adventure Point (in case of a PC) and The Crocodile becomes inactive again:
place its miniature (or standee) back on the Event card. If The Crocodile wins, it
will remain a threat for its location!
EVENTS - STARTING EVENTS 25
Additional Rules
Happenings

T he Happening cards are divided by a top, middle, and bottom 1


section. When you need to use a Happening card, you will only use
one section.

1 Top Section
The top section features:
• A Terrain type a , used when moving (see page 11).
• A Faction type b , used when tracking a Faction (see page 13).
2
2 Middle Section
The middle section explains the Happening and comes in three variants:
c
Tasks (yellow parchment), Special Locations (orange parchment), and
Encounters (green parchment).
Task
A Task most often gives a player an item card from the Specific Item
3 e
deck c . The item card will explain what is required to finish the task.
Special Location
A Special Location represents a new location on the Game Board with a b
which characters can Interact. Some Special Locations feature a
Household icon d (see page 12). To Interact with a Special
Location, a character has to stand on the location of the corresponding
Island Marker. The Special Location card tells you what you can do
on this location, either by using an action or by causing an effect.
Encounters d
See the next page (page 27) for a detailed explanation on how
Encounters work.
3 Bottom Section
On the bottom section most Happenings show a location on Neverland
e . Whenever you’re asked to put something on a location (beach, forest,
mountain, river, sea, swamp), reveal cards from the Happenings deck
until a corresponding location of that type, as seen in the color of the f
border of the card, is revealed (see page 4).

And occasionally the bottom section shows an Item icon f , used for
searching (see page 13).

26 ADDITIONAL RULES - HAPPENINGS


Additional Rules
Happenings
Encounters
Encounters are one-card adventures with many nested choices to Once the active player has selected an option, a skill test may follow
make. To perform an encounter, the player to the right of the active which is again read by the player to the right h . Otherwise, they
player will read the title and initial text explaining the situation B . should read the outcome text. Some outcomes have additional
The card will then offer a series of choices g , displayed as numbers steps i as shown by the letter in a circle ( B ). The player to the
in a hexagon ( 1 ). Only the headline of the choices should be read, right should continue through these steps as needed. Depending on
not the various possible outcomes. Some choices are only available the active player’s choice and the outcome of any test, they may gain
to players that have certain items, skills, or Factions C . If the or lose items, Adventure Points, movement points, and Health j or
active player does not meet the requirement, do not read that option continue with the encounter.
to them.
A
Example I
Wendy Darling ends her turn and Peter Pan is up next. He uses his
Move action and gains a total of 7 movement points. He indicates he
B
wants to move, so Wendy (the player to the right) takes the top card of
the Happening deck. She looks only at the top section at this point. Peter
Pan moves from the Pirate Isles to Cutlass Cape (a beach). Next, he g C
moves onto Pirate Bay (a sea). The encounter card Wendy has in her
hand is “Shark!” which shows the sea Terrain at the top section A . D
g
Wendy immediately stops Peter Pan and tells him he ran into an
encounter. h
E
i F
Wendy reads the title “Shark!” and the flavor text right below it B . F
As Peter Pan is not of the Fae Faction, Wendy skips option 1 C . She
j G
tells Peter Pan there is only one option, and reads option 2: “You got
any better suggestions?!” D . She tells him he needs to perform a Speed
skill test E . Peter Pan performs the test but he fails, resulting in a i j
continuation of the encounter: “ A ” F . Wendy continues: “Attack is
the best defense?”, and tells Peter to perform a Strength skill test. Peter
Pan succeeds in making the Strength skill test, so he escapes the shark
and gains an Adventure Point. Unfortunately, he loses all 4 remaining
movement points G . Next, Peter Pan uses his bonus action to perform
another Move action, gaining 5 movement points. However, Wendy
does not draw another Happening card.

ADDITIONAL RULES - HAPPENINGS 27


Additional Rules
Locations in Classic Neverland
Sorted by Terrain Type Sorted Alphabetically
See the Classic map of Neverland on page 29
to see where each location is situated.

Beach Locations River Locations Bird’s Isle Neverforest


A• Croc’s Isle I • Croc’s Cove
Black Gulf Neverpeak
B• Cutlass Cape II• Kidd’s Creek
Black Rocks Patch of the Lost
C• Dagger Reef III• Mysterious River
D• Pirate Isles IV• Neverfalls Coral Cove Pirate Bay
E• Sunrise Reef V• Pirate River Croc’s Cove Pirate Isles
F• Sunset Shore VI• The Lake Croc’s Isle Pirate River

Forest Locations Cutlass Cape Plain of the Braves


Sea Locations
1• Diana’s Grove N Bird’s Isle Dagger Reef Plain of the Wild
2• Fae Lands Black Gulf
O Diana’s Grove Red Rocks
3• Forest Hills P Coral Cove
Dreamers’ Bay Shadows’ Vale
4• Neverforest Q Dreamers’ Bay
5• Shadows’ Vale Fae Lands Slightly’s Gulch
R Marooners’ Rock
6• The Veil S Mermaid Lagoon Forest Hills Southern Sea
7• Vagabond Valley Mysterious Waters
T Forgotten Plateau Stormy Shore
8• Wanderers’ Stride U Mystic Isles
Kidd’s Creek Sunrise Reef
9• Woodlands V Pirate Bay
Marooners’ Rock Sunset Shore
W Southern Sea
Mountain Locations X Stormy Shore Marshy Lands The Lake
a• Black Rocks
Y The Star Reef Maw of the Beast The Star Reef
b• Forgotten Plateau Z Whales’ Waters
c• Maw of the Beast Mermaid Lagoon The Veil

d• Neverpeak Swamp Locations Mysterious River Vagabond Valley


e• Never Mountain -• Marshy Lands Mysterious Waters Wanderers’ Stride
f• Plain of the Braves +• Patch of the Lost Mystic Isles Whales’ Waters
g• Plain of the Wild
Never Mountain Woodlands
h• Red Rocks
i• Slightly’s Gulch Neverfalls

28 ADDITIONAL RULES - LOCATIONS IN NEVERLAND


T U
C
b
R X
S
f h
N

i
c 1 a
8
E
d 4
g IV
P
9 5
III
F
VI
e V
+ V
II
3
7 -
6
B
D
Q
2 I
Y

A
O

ADDITIONAL RULES - LOCATIONS IN NEVERLAND 29


Additional Rules
Locations in Archipelago Neverland
Sorted by Terrain Type Sorted Alphabetically
See the Archipelago map of Neverland on page 31
to see where each location is situated.

Beach Locations River Locations Bird’s Isle Neverforest


A• Croc’s Isle I • Croc’s Cove
Black Gulf Neverpeak
B• Cutlass Cape II• Kidd’s Creek
Black Rocks Patch of the Lost
C• Dagger Reef III• Mysterious River
D• Pirate Isles IV• Neverfalls Coral Cove Pirate Bay
E• Sunrise Reef V• Pirate River Croc’s Cove Pirate Isles
F• Sunset Shore VI• The Lake Croc’s Isle Pirate River

Forest Locations Cutlass Cape Plain of the Braves


Sea Locations
1• Diana’s Grove N Bird’s Isle Dagger Reef Plain of the Wild
2• Fae Lands Black Gulf
O Diana’s Grove Red Rocks
3• Forest Hills P Coral Cove
Dreamers’ Bay Shadows’ Vale
4• Neverforest Q Dreamers’ Bay
5• Shadows’ Vale Fae Lands Slightly’s Gulch
R Marooners’ Rock
6• The Veil S Mermaid Lagoon Forest Hills Southern Sea
7• Vagabond Valley Mysterious Waters
T Forgotten Plateau Stormy Shore
8• Wanderers’ Stride U Mystic Isles
Kidd’s Creek Sunrise Reef
9• Woodlands V Pirate Bay
Marooners’ Rock Sunset Shore
W Southern Sea
Mountain Locations X Stormy Shore Marshy Lands The Lake
a• Black Rocks
Y The Star Reef Maw of the Beast The Star Reef
b• Forgotten Plateau Z Whales’ Waters
c• Maw of the Beast Mermaid Lagoon The Veil

d• Neverpeak Swamp Locations Mysterious River Vagabond Valley


e• Never Mountain -• Marshy Lands Mysterious Waters Wanderers’ Stride
f• Plain of the Braves +• Patch of the Lost Mystic Isles Whales’ Waters
g• Plain of the Wild
Never Mountain Woodlands
h• Red Rocks
i• Slightly’s Gulch Neverfalls

30 ADDITIONAL RULES - LOCATIONS IN NEVERLAND


Z

5
g Y
7
C 9

P 3 e h
E
4 b

+ T
f II 1
VI i S

U
a B

V
F R

d I
A
c
6 V
N
O
D
2 8
IV
- Q

III W

ADDITIONAL RULES - LOCATIONS IN NEVERLAND 31


Additional Rules
Abilities
Abilities Abilities

Active Ranged Attack


This character may do 1 action for free each turn. Challenge from an adjacent location. But, the character can
only 'Attack' (not 'Steal'). If the opponent has no Ranged attack,
Arrangement the challenger can not be damaged.

to gain this character as your .


-1 Recovery
ACTION / NPC ACTION Rest: Health returns to its maximum.
Borderless
Ignore any border restrictions. The character doesn't lose 1 Health Ride
when entering a Swamp. Add an additional D4 ( ) when rolling for movement.

Carry
The character is able to carry 1 . Scare
NPC ACTION : Move another character one location further.

Climb
Ignore blocked borders. Swim
Move from or for
1.
Counterattack
If the character with Counterattack loses a Challenge, deal 1 Tame
damage to the opponent.

Defense
5 to gain this character as your .

Ignore
1 per turn.
Enchant
NPC ACTION : Move another character one location closer.

Instinct
Cannot Interact with Side Story markers.

32 ADDITIONAL RULES - ABILITIES


Symbols & Icons
Static Symbols
Terrain Types / Locations
Factions & Faction Households Note: Whenever a component shows one of these symbols, it always refers to
a random location of that type. Draw a random location (see page 5).

Animal Lost Boy Any / Every When you need to Track a Faction in a Story, don't draw a random location.

Faction Faction Faction


Beach Swamp
Brave Mermaid Not a
Faction Faction Faction Forest Sea
Faerie Pirate Example
:
rave
Faction Not a B
Faction Faction Mountain River

Lost Boy Any / Every


Animal Household
Household Location

Mermaid
Brave Household Item Card Slots
Household
Hand Feet
Pirate
Faerie Household
Household
Body Special
Character Skills Is l a n d
M a rk e
rs 2-Handed
Health Cleverness NOTE: This item requires 2 free
Hand slots!

Speed Search
Level Up

le: Level Up Reroll


Examp

7 Upgrade
e n g th (Character Specific)
Strength A S tr
Sk il l C h eck

Spot for D6
Reroll and
C ard Types D6 Upgrade
Upgrade
(D6 = 6-Sided Die)
Event Card
Item Card

NPC Actions
Side Quest Card Companion Card A PC Action
ACTION
(Player Character)

NPC NPC ACTION An NPC Action


Happening Card Independent Card (Non-Player Character)

SYMBOLS & ICONS 33


Symbols & Icons
Symbols with Changing Values
Note: The values on this page are for illustration purposes only. These will be different throughout each Story Deck and other game components.

Main Story Chap ters Side Story C Adventure Points


ha p t e r s
Peter Pan’s Increase your Adventure

1 2 3 Stor y Chapters I II III


Note: Each Char
Side Story Chap
ters
for all Character
s
+2 Point Marker this many
spaces.
James Hook’s acter has its own

1 2 3
For example, colored Side Stor
y marker.
refers to the num
Stor y Chapters Pan’s Story deck
.
ber II Side Story
chapter in Peter

Wendy Darling’s
1 2 3 Stor y Chapters
Gaining / Losing a Bonus
Add 1 to your die roll with a
Tiger Lily’s +1 D4 (a 4-sided die).

1 2 3 Stor y Chapters Subtract 1 from your die roll

Mr Smee’s -1 die).
with a D6 (6-sided die).

1 2 3 Stor y Chapters
+2
Gain 2 additional movement
points.

Tinker Bell’s

1 2 3 Stor y Chapters
-3 +2
Lose 3 Health /
Gain 2 Health

Item Cards
Draw this many cards from 2 Deal 2 damage

+2 the Generic Item deck.

Discard this amount of items


Ga in in g / L o s in g
e sk ill tracker on
Adjust th
Skill PBoo
your Charac ter ard
ints

-1 to the Item discard pile.


Search for and draw +1
Add 1 to your H
ealth skill.

+1
Dagger this item from a
your Speed skill.
Specific Item deck. Subtract 1 from
Shuffle this card into
-1
-1
Rapier the top 5 cards of the
rength skil l.
Generic Item deck. Add 2 to your St

Slin g Remove this item from


the game.
+2 your Cleverness
skill.
Subt ract 3 from

3
Select one from this many
Item cards when performing
the Search action.
-3 arch skill.
Add 2 to your Se
34 SYMBOLS & ICONS
+2
Adventurer’s Log
Chapter Choice Skill Test

K eep track of your adventures for generations to come. Record


unusual events and surprising encounters. This adventure is
yours alone!
A
Success

Failure

Success
Use this Adventurer’s Log to mark the chapters you visit and the B
7
Failure
choices you make. You can add personal notes to each chapter to
Success
keep track of any important information. This page is just an example
on how you can use it.
C Failure

Success
Please go to our website www.blackboxadventures.com to download
a printer-friendly version for use during your games.
D Failure

Notes: ...Better
try and find an item to increase
Adventure: ...Wendy: Tootles is sick my Cleverness skill next time.
tion A Level up: Charm
Ray mond
Player: ... Started with op
Chapter Choice Skill Test Chapter Choice Skill Test
Success
A
Success
A Failure Failure

Success
B
Success
B
1 11
Failure Failure

Success
C
Success
C Failure Failure

Success
D
Success
D Failure Failure

Notes: ...Got the item Cloth. Notes: ...Hookchallenged me but I won. Good choice
of level up previous turn. 1 Adventure point and I
got his engraved rapier.
Chapter Choice Skill Test Chapter Choice Skill Test
Success
A
Success

Failure A Failure

Success
B
Success
B
4 II I
Failure Failure

Success
C
Success

Failure C Failure

Success
D
Success

Failure D Failure

Notes: ...Trackinga pirate on a beach. Pirate Notes: ...Got the Ally Falcon.
Isles will give an automatic success.
ADVENTURER’S LOG 35
Smee’s Journal

36 SMEE’S JOURNAL
Smee’s Journal

SMEE’S JOURNAL 37
Rules Overview
Before the first round, every player reads the first page of their Story NPC Actions
Deck and makes their first Story choice! You may perform these in any order you wish and any action may be performed multiple
times.
Interact with a Side Story Marker or an Island Marker.

Upkeep Phase Move the independent NPC across the board. Roll their speed die and
add their Speed Skill. This results in an amount of movement points
( ).
In the Upkeep Phase, a player performs the following steps:
Search to gain an item, and add it to the independent NPC’s card.
1. Reveal a card from the Side Quest deck, and place it on the first
spot of the Side Quest Track. Challenge another character of a different Faction using , ,
or . The winner gains 1 Adventure Point (except if it’s an independent
2. Check the color and icon on the bottom right corner of the Side NPC), and may 'Attack' to deal damage, or 'Steal' to steal an item.
Quest card, and trigger any effects.
Rest to remove up to 2 Wound tokens, and refresh all exhausted items.
3. Optionally, take or exchange one Side Quest card from the Side
Quest Track.

End of the Game


Adventure Phase The game ends as soon as the Side Quest deck runs out or when every
players’ Story is over (finished or failed). The player with the most
In the Adventure Phase, a player may perform up to three actions: Adventure Points wins the game.
• one for your PC ( ACTION )
• one for an NPC on the board ( NPC ACTION )
• one bonus action for your PC or an NPC ( ACTION / NPC ACTION )

PC Actions
You may perform these in any order you wish and any action may be performed
multiple times.
Interact with a Main Story Marker, a Side Story Marker or an
Island Marker.
Move across the board. Roll your speed die and add your Speed
Skill. This results in an amount of movement points ( ) which can
be used throughout your turn.
Track a Faction to progress your story.
Search to gain an item, and add it to your Character Board.
Challenge another character of a different Faction using , ,
or . The winner gains 1 Adventure Point, and may 'Attack' to deal
damage, or 'Steal' to steal an item.
Rest to regain 2 Health ( ), and refresh all exhausted items.

You may also freely Trade any items with another PC, as long as
both parties agree. Or exchange/rearrange items with an independent
NPC of the same Faction.

38 RULES OVERVIEW
“Of course the Neverland had been make-believe in those days; but it was real now…”
Peter and Wendy, chapter IV The Flight

Special thanks to the ones who always kept the window open!
Bart Latten - Bas Damoiseaux - Alina Manzhelevska - Manon Stevens
And the entire Black Box Adventures Sidekick team for their hard work and enthusiasm.

Thank you for helping make my dream come true!


Remon Reijnders - Hannah Meers - Yvonne Gootzen - Eugène Houben - Carsten Büsing
Els van Goethem - Peter Boyen - Steven Kees - Patrizia Iacona - Roby Knapen
Marjan Coddé - Robert Eurlings - Melanie Kellens - Daan Janssens - Nina Aussems
And the many, many playtesters and backers for their time, support and honest feedback.

My biggest gratitude for the talent who brought my Neverland to life!


Frederick van de Bunt

My love for my family, the ones who taught me to dream and keep believing.
May I, in turn, guide the next generation beyond the stars.
This is an awfully big adventure.
Vicky Swers
© Black Box Adventures. Adventures in Neverland, Black
Box Adventures and their logos are trademarks of Black Box
Adventures. All Rights Reserved.

Visuals are not binding. Color and detail may vary. Warning! This product contains
small parts that can be swallowed and may not be suitable for use for children under
36 months. This product is not a toy. Not intended for use by persons 3 years of age or
younger. Please keep this information for future reference.

www.blackboxadventures.com
info@blackboxadventures.com

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