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2 GAME MATERIALS
Main & Side Story
Markers 4-sided Dice
6-sided Dice
NPC Standees
& Colored Bases
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
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.
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
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
3 a Starting Event.
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!
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.
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.
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.
+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
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
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.
Rest (Action)
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
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.
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).
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!
+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 .
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 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.
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.
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!
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
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).
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
5
g Y
7
C 9
P 3 e h
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+ T
f II 1
VI i S
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V
F R
d I
A
c
6 V
N
O
D
2 8
IV
- Q
III W
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.
Animal Lost Boy Any / Every When you need to Track a Faction in a Story, don't draw a random 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
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)
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).
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
+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
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
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.
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.
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