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Alpha Rulebook Skull Tales

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Live the adventures of a pirate sailing the Caribbean sea. Semi-competitive board game with miniatures for 1 to 4 players.

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    INTRODUCTION:

    Skull Tales a is semi-cooperative board game for1-4 players. Players take of the role of a pirates struggling to survive in a world full of adventures and trying to fulfill their greatest ambition: Become captain of a pirate crew.

    COMPONENT LIST:

    This Rulebook.1 Adventure Book.6 Characters Sheets.9 Enemy Sheets Sea Enemy Sheets (double sided).6 Character Miniatures.40 Enemy Miniatures.

    8 Royal Marines. 2 Officers. 6 Cannibals. 6 Skeletons. 6 The Damned. 2 Mummies. 4 Bootbiters. 4 Longshades. 2 Darkclaws.

    1 Board Game / Ship (double sided).5 six-sided dice.20 Map Tiles (double sided, 16 of them have 5x5 squares and the other four have 10x10 squares).

    16 Island. 6 Temple. 6 Cave. 4 Special. 4 Town. 4 Sea.

    115 Cards. 49 Equipment. 25 Exploring. 28 Voyage Events. 5 Legendary Items. 9 Magic.

    4 Prestige Indicators.36 Tile Tokens.30 Wound Tokens.10 Destiny Tokens.16 Prestige Tokens.30 Coin Tokens.10 Fallen Enemy Tokens.5 No Way Tokens.4 Poison Tokens.5 Goal Tokens.

    10 Door Tokens.8 Tossing Weapons Tokens.1 Morale Marker.1 Compass/level Marker.7 Sea Tokens.

    1 Pirate Ship. 2 Enemy Ships. 1 Ghost Ship. 1 Sea Monster. 1 Whale. 1 Whirlpool.

    6 Seamanship Unit Tokens.25 Goods Tokens.

    1 Gold. 2 Metal. 3 Fabric. 4 Tobacco. 5 Slaves. 4 Rum. 6 Supplies.

    10 Impact Tokens.5 Cannon Tokens.

    ADVENTURE PHASEPirates and EnemiesEach character and enemy on the game is represented by a miniature.

    Adventure BoardIt is a board labeled with numbers that shows the progress of the adventure. As the marker moves on (represented by a pirate flag), the players chances

    to complete the adventure successfully decrease. This board also has a turn counter for those character cards with supernatural abilities that need to recharge as well as a difficulty indicators. ( see page 13)

    Character SheetsThey represent the characters controlled by the players. Each sheet has a pirate archetype with stats and skills. ( see page 5)

    Enemy SheetsThey show the stats and skills of the enemies in the game. ( see page 10)

    TilesThey make up the board where characters carry out actions and movements during the Adventure phase

    Six sided diceDice are used for different skill rolls, during combat and events.

    Gear cardsThese cards represent the gear and weaponry you can put into play, and their possible effects. Characters begin all their missions with the same

    starting gear, which theyll be able to expand and improve throughout their game sessions. (ver pg. 13)

    Exploring CardsWhenever a character successfully explores, he or she will draw a card from the exploring deck, keeping anything he or she finds, or fulfilling

    an event. You will find 5 legendary object cards which must be set aside from the deck. ( see page 13)

    Legendary ItemsThey are powerful items that characters will find during adventures. Whenever a character loses a legendary card due to any effect or an adventure

    (e.g. Escaping death or Shipwreck), the card goes back to the Exploring deck so it can be found again by any character using the Explore action.

    Magic CardsSome characters have magic skills represented by cards and those cards can be used by spending AP (Action Points).

    Once successfully used, the spell has to recharge.Place the card on the Adventure Board, on the turn slot displayed on the card, and during the Events Phase move it one place in the direction towards the slot labeled with 0. Cards return to their character if at the beginning of the Events phase theyre on slot 0. Special note: Clairvoyance does not spend AP. Voodoo doll is not placed on the slots for magic cards on the Adventure Board, but it cant be used again

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    until the Zombie is defeated. ( see page 13)

    Tile TokensThey are placed face down so characters turn them up to discover a new tile map whenever they want to open a new path.

    Destiny Point Tokens (DP)By spending these tokens characters may repeat a dice roll, recover a wound, or carry out an extra action of up to 3AP at any time during the

    Adventure Phase.

    Prestige MarkersThey are placed on the right side of characters sheets to show the Prestige attained by the character.

    Wound TokensThey are placed over the CharactersSheet any time he or she is wounded, or in the case of enemies, these tokens are placed by enemys figure to keep

    track of the wounds received. Wound Tokens can be used during the Sailing Phase as well to keep track of impacts received by ships and enemies.

    Coin TokensThese tokens account for the loot received by a character whenever he searches a Fallen Enemy Token during the adventure.

    Fallen Enemy TokensThey replace the miniature of an enemy that has died in combat. Characters can perform a Search action on them to find some shiny

    loot. Fallen Enemy Tokens are also used on certain missions. When all the characters have left a map tile with Fallen Enemy Tokens, remove them from that map tiles. It is possible to walk over a tile with a fallen enemy but you cant finish your movement in one If for any reason there are no more Fallen Enemy Tokens to place on the map tiles, dont place them.

    No Way TokensThey are placed on exits of map tiles when it is not possible to add another map tiles or whenever it is shown that way on the Adventure guide.

    Poison TokensThese tokens are used to show that a character is affected by poison and they are placed on the Character Sheet.

    Goal TokensEach adventure has one or more goals to achieve. These tokens are given to characters as they reach these goals.

    Pirate Flag TokenIt is used as a counter for both the adventure board and the morale slots on the ship board.

    Door Tokens1O double faced tokens of open/closed doors. Only characters can open doors. ( see page 8)

    Prestige TokensTake one prestige token any time your sheet counter reaches 10

    Throwing Weapons TokenUse it to mark the tile on which your weapon has ended in after throwing it.

    Level indicator/compass.This marker is used to indicate the difficulty level of the Adventure Phase and as a compass in the Voyage Phase.

    As we play the game we shall make use of two type of dice rolls; difficulty rolls and confronted rolls.

    Difficulty rolls:In difficulty rolls both a character stat and a difficulty level are given. The character must surpass the difficulty Level rolling dice according to his stat. Example: A difficulty roll Agility 4 means that the player would roll as many dice as indicated by his characters agility stat, and he would have to score higher than 4 to pass the test, in this case either 5 or 6.

    Confronted rolls:In a Confronted roll we would just use the indicated stat and we would have to score higher than the stat of our opponent, while our opponent would have to score higher than the value of our tested stat. Finally, all successful rolls are taken into account. If the character trying to carry out the action scores more successes than his opponent, the action is a success; proceed with it. If it is a draw or the opponent has more successes then the executor of the action, this action fails.Example: Our character rolls an Intelligence Confronted roll against a NPCs ( Non Playable Character) intelligence, to find out whether this NPC is lying or telling the truth. Our Character s Intelligence is 3 while the NPC has a

    intelligence stat of 2.Our character would roll 3 dice and would have to score higher than 2 (the NPCs intelligence),

    while the NPC would only roll 2 dice and would need to score higher than 3 to have any success. We get following

    results;Character: 2, 3 y 5 NPC: 2 y 4Intelligence: 3 Intelligence: 2

    In this case, character would have had 2 successes and NPC just one success, so in this case our character would have

    found out whether this NPC is lying or telling the truth

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    PLAYING THE GAME:Skull Tales game is divided in 3 sub-game phases; Port Phase (resources management), Voyage Phase and Adventure Phase. The first time you play Skull Tales go directly to the Adventures Phase. Lets start with the Adventure Phase:

    SET UP:Take the components listed as Adventure Phase. Next, carefully read the Captain Joness Secret adventure. In the description of the adventure you will find the kind and number of tiles that you must set aside, and which of these you must use throughout the game. Take the tokens associated to each tile as described in the adventure and place them face down on one side of the table.Place the starting tiles, the adventure lists and the miniatures representing the players in the starting area, which will be represented by the boat on the beach tile.

    Place the Pirate Flag token on square 20 of the Adventure Board.Shuffle the Exploring Deck and place it face down on one side of the table, from where all the players can draw cards.Place on another side of the table the following tokens: Wound, Fallen enemy, Coins and Prestige Points tokens. Choose the Enemy Cards that appear in the adventure and place them within reach for any player to check out. Each player takes the Character card of their choice. In the following page you have the description of the Character card, its stats and their meaning.

    TURN SEQUENCE:A turn is composed of 3 parts; Events, Characters turn and Enemys turn.

    - Events: At the beginning of the turn check if the pirate flag has reached any of the goal slots on the adventure board. If so, proceed to carry out the

    instructions given on the adventure guide. After that, check the possible effects that may be active on the game such as stunned or poisoned or if any dice roll for the adventure board is needed. After that, start the characters turn starts.

    - Characters turn: The character with most Prestige Points determines the activating order. This player has the initiative. At the beginning of the adventure the initiative is for the player that has captaincy or, should there be no captain, for the player with highest charisma score. In the case of a draw, roll a die to see who has the initiative. During the game, whenever a character gains more prestige points than the character with the initiative the order of initiative changes, so that the character with the highest Prestige Points is always the one with the initiative, and it may change during the game session.

    Characters may carry out as many actions as their Actions Points (AP) allow.Whenever a character is placed by an exit on his tile

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    exit he can reveal a new map tile, if he still has enough movement points to go into it. Get a map tile token and place the new map tile as you see fit as long as you place that exit line joining any exit line of the new tile. In the event that there is no way to place the new map tiles due to the available space or map design, place a no way out token there and advance one slot on the adventure board. Return the map tile token back.If the map tiles has a number then its one of the goal map tile; read the description on the adventure guide and follow the instructions. If the map tile doesnt have a number, make a roll on the enemy table of the adventure. Then, should any enemies appear, place them on the map following the enemy appearance rules. Each time a new map tile is placed the pirate flag advances one slot on the adventure board.

    CHARACTER:

    1 Class: it defines what kind of character youre playing with.

    2 Action points (AP): Theyre the points a character has to move and do actions. Check out the available actions on the next page. While a Character is wounded, that character will lose 1PA until he or she is fully healed.

    3 Wounds: This is the total amount of wounds a character can withstand before passing out and

    becoming unconscious.

    4 Destiny Points: These points act as a wild card. They can be used to repeat a full roll or just one die, recover 1 wound or gain an extra action (up to +3AP max.). They can be used at any point of the game without any AP cost, but only up to 1 destiny point per turn. A character cant have more DPs than the ones indicated on his card.

    5 Prestige: Place the Prestige indicator on 0 on the character card to indicate the prestige gained on the adventure. Each time you defeat an enemy move your prestige indicator as many squares as the enemy card indicates. When the indicator surpasses 9, return it to 0 and gain a Prestige token (and write it down on your register sheet when you finish the adventure). The fame a character gains, together with its charisma, will allow him or her to opt to captaincy

    of the ship should a mutiny occur. Also, these points will help you acquire new abilities for your character, as well see further on.

    6 Close Quarters Combat (CQC): the amount of dice the character rolls with hand-to-hand weapons.

    7 Ranged Combat (RC); the amount of dice the character rolls with firearms or tossing weapons.

    8 Agility (AG): it is used both as the defense an

    enemy must overcome with its attack rolls and for the characters agility-related actions (i.e. jumping).

    9 Strength (STR): the amount of dice the character rolls for weaponless combat and other uses.

    10 Intelligence (INT): Stat used for tests and actions related with the characters Intelligence.

    11 & 12 Personal ability and Ship ability: characters have two kinds of abilities, the Personal Ability which they can use during the Adventure Phase, and the Ship Ability which they can use during the Voyage Phase.

    13 Starting Gear: its the weapons and other gear a character starts each adventure with.

    14 Salary: Its the value the Captain will have to pay for this character between adventures. If the amount is not satisfactorily met, this will diminish the characters Morale down to the Crews Morale.

    15 Charisma points (CP): A this stat is used to try to obtain captaincy after a mutiny. Roll 1D6 for each Charisma point the character has.

    16 Morale: The Characters Morale is added to the crews base Morale.

    Once youve chosen a character, find his or her starting gear and place it next to your character card. Characters can carry one weapon or object in each hand unless the equipment states that both hands are required. To indicate what equipment the character has in each hand, place the card on one or other side of the character card. The remaining equipment is placed above the character card. After placing the starting gear, place any items you have acquired, keeping in mind a character can only have up to three equipment cards beyond their starting gear.

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    What can characters do during the Adventure Phase?

    Characters can spend their AP to move across the board, fight and explore.

    Movement: (1AP)All the characters must follow the general movement rules, unless they possess an ability which states otherwise.

    - Characters can move horizontally and vertically. In order to move diagonally, both squares that would be moved across cant be occupied by other miniatures or block lines.

    - A character cant move across a square which is occupied by enemies. To cross through a square occupied by another character you must ask for their

    permission or succeed in a STvsST confronted roll, which will count as a Pushing action.

    Push (1AP): a character that pushes another will move him to a free adjacent square of his choice. If the character trying to Push fails the roll he wont be able to try again on the same character until next turn.

    -Underwater zones (dotted lines) slow players down, making them spend 2AP to move from a tile with water.-The lines of crosses represent chasms that must

    be jumped over, or an object such as a rope may be used to cross it. A character that falls into a chasm is rendered unconscious on the square from which he or she jumped.

    - When a character moves onto a square with an enemy adjacent to it, he or she must stop immediately.

    Attack (2AP) There are three kinds of combat in the game:Close Quarters Combat (CQC), Ranged Combat (RC) and Weaponless Combat (WC)

    Close Quarters Combat (CQC)To engage in CQC the character must wield at least one weapon in one of his hands, and be in a square adjacent to an enemy. The character will roll as many dice as his CQC stat indicates. Each roll that surpasses the enemys Agility stat will be counted as a success. The enemy will do the same, comparing its own CQC stat with the characters Agility. Finally, count how many successes each side had. If the character has more successes than the enemy, he inflicts as many wounds as the weapon or weapons he was using indicate. If the successes are tied or the enemy has more, nothing will occur for the enemy will have blocked the onslaught, unless some specific rule, ability or object state otherwise.

    Actions1 Movement 1AP

    1 Attack2AP. Doing a second conse-cutive attack action with the

    same hand: 3AP -1D6

    Change Equipment 1AP

    Pick Up/Use/Drop 1AP

    Open door 1AP

    Toss2AP RC roll.

    Range =as many squares as ST stat.

    Jump 2AP

    Break away 2AP AG vs STR

    Explore 2AP INT vs (5-6)

    Search 1AP Only on adjacent Fallen Enemy Tokens

    Reloadfirearm 3AP

    Catch your breath 1 full turn.

    Run

    1AP= 2 MOV. Only action of the turn,

    except for Pushing(+1 Push)

    Push 1AP STR vs STR

    Insult1AP

    +1D6 for defense against CQC attacks.

    Reanimate 2AP

    The Cutthroat decides to run towards her target. She cant run diagonally because that would take her through occupied squares and her movement slows down when crossing water squares, so she uses up 12 movements (6AP) to be able to get next to her target.

    The Gunner shows in red the diagonals he cant move across, as is indicated in the movement rules.

    Push

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    Example: The Surgeon decides to attack a Royal Marine with his cutlass. The Royal Marine has Agility 2. So the

    Surgeon will roll his 3 CQC dice. He gets a 2, a 4 and a 5,

    so both the 4 and the 5 are successes (they surpass the Royal

    Marines Agility stat which was 2). Next, he defends against

    the Royale Marine, who rolls his two CQC dice obtaining

    a 3 and a 4. Since the Surgeons Agility is 3, the Royal

    Marine will only have obtained 1 success. Then we compare

    the successes achieved: 2 for the Surgeon, 1 for the Royal

    Marine. So the Surgeon has won this attack and inflicts the

    damage indicated in the card of the weapon he was using,

    the cutlass, which is 2Damg. The Royal Marine would

    receive these 2Damg and would be defeated, replacing the

    miniature for a Fallen Enemy token.

    Ranged Combat (RC)A character may do a RC action whenever he or she disposes of an equipped Ranged Weapon. First check out the sightline, drafting a straight line from the centre of the characters square to the centre of the targets square. Use the RC stat to roll the dice, and they must surpass the enemys Agility. You will need at least one success. A character cannot use RC against an adjacent enemy.

    Example: The Surgeon decides to make a RC attack with his pistol against a Royale Marine. He has 3 dice because his

    RC stat is 3. He rolls them and gets the following results: 1,2

    and 5. Only the 5 surpasses the targets Agility (2). Now he

    must apply the damage of his pistol (2Damg), rendering the

    enemy unconscious and replacing the miniature for a Fallen

    Enemy Token.

    Weaponless Combat (WC)In WC we use the characters Strength stat. The roll must surpass the enemys Agility, just like in CQC, but instead of dealing damage the target will simply be left Stunned. A character without any equipped weapons defending against an enemy CQC attack will do so with only 1D6.

    Stunned: A character or enemy that becomes stunned will lose his turn unless he successfully passes a Strength 4 roll. Leave the miniature laying down to represent the Stunned state. A Stunned character can only defend itself. A character can freely move away from a Stunned enemy.

    Example: The Sea Dog has tossed his axe and has no other equipped CQC weapon, so he decides to punch an adjacent

    Royale Marine. After comparing his ST successes with the

    Royal Marines CQC successes, the Sea Dog has managed

    to Stun the Royal Marine. At the beginning of the Enemys

    Turn the Royal Marine rolls as many dice as his ST stat to

    try and recover from his stunned state. Since he has ST 2, he

    rolls 2 dice in the hope of getting a 5 or a 6. He rolls and gets

    a 2 and a 4, so he remains Stunned until the end of the turn,

    at which point he recovers automatically.

    Poisoned: When a character receives a Wound with the Poison effect he becomes Poisoned and must place a Poison Token on his card. During the Events he must pass a Strength 4 roll or else he receives a Wound. A character remains Poisoned until he discards a Wound or passes the ST 4 roll.

    Chain attacks: When a character has a weapon in each hand he can produce more than one attack, as long as he has enough AP to do so. In this case its necessary to check if the character is right-handed, left-handed or ambidextrous. Its considered the same as the player controlling the character, unless some specific ability or object states otherwise. Right-handed and Left-handed characters will do their main attack with their main hand and a secondary attack with the other hand. Unless the character is ambidextrous, this secondary roll will have a penalty of minus 1 CQC/RC die.

    Example: The Sea Dog spends 2AP and does a CQC attack with his axe on a adjacent Royal Marine. Since Pete, the

    player using the Sea Dog, is right-handed, so is his character.

    He has the axe card equipped on the right side of the card, so

    this will be his main attack. He proceeds to roll the 3 dice of

    his CQC stat. Next, as he has a pistol on the left side of his

    card, he spends another 2AP and does another attack, this

    time of RC. His RC stat is also 3, but since the pistol is in his

    secondary hand he must apply the -1 die penalty, for which

    he can only roll 2 dice. Finally, Pete decides spend his last

    2AP on another CQC attack with his axe, rolling all 3 dice

    because the axe is in his main hand.

    A character with only one equipped weapon can do more than one attack in the same turn as long as he spends an extra 1AP on the attack and with a -1 die penalty, or he does some other action between the attacks. Two-handed weapons allow a character to defend with his regular CQC roll even if theyre firearms.

    From the Tile where the Lookout is we can

    see the sightline rules for RC attacks. The red circles

    show corners and obstacles that block out the sightline. The green-

    coloured squares are those on which the Lookout would be able to perform RC

    attacks.

    The Sea Dog carries out three Chain Attacks actions. He switches from a CQC attack with the cutlass in his right hand, then a RC attack with the pistol in his left hand, and finally one last attack with the cutlass.

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    Changing equipped gear (1AP): This action allows a character to redistribute weapons and objects. He

    can also swap gear items with adjacent characters.

    The PA cost is paid by the active character

    (the one proceeding with his turn). If a character has a piece of starting gear from another character (weapon

    or object), he will lose it at the end of the

    adventure.

    Pick up/Use/Let go (1AP): Whenever it is needed or the player wishes to do so.

    Open Door (1AP): This is the expense for a normal door. For special kinds of doors, check the adventure guide.

    Toss (2AP): The range of a tossing weapon is as many squares as the throwers Strength stat. When a weapon is tossed, place to Tossing Weapon Token on the square where it was been thrown at (where the enemy was). Place the weapons card by the side of the board until a character plays the Pick Up action on the Tossing Weapon Token.

    Example: The Sea Dog sees two Royal Marines on the same tile, one three squares away, the other four. He decides

    to toss his axe against the Royal Marine that is three squares

    away, because his Strength stat is 3 so the Royal Marine

    that is four squares away is out of reach.

    Jump (2AP): In some occasions the board will allow (or strongly suggest, even) to interact with it. Different heights, barriers such as chasms, etc. in which an alternative route may be found through a Jump. To jump horizontally an Agility roll is required, where the difficulty will be set by an Agility icon with a number by it on the board. If the roll is successful (at least one success), the character is moved to the other side of the chasm.

    Example: The Cutthroat has before her a two-square wide chasm and decides to jump over it. For her roll shell have 4

    dice due to her Agility 4 stat, and shell need to overcome a

    difficulty of 4. She rolls the dice and gets 1,3,4 and 5. The 5

    is a success and since one successful roll is enough, she jumps

    over the chasm.

    Whenever you jump from one city roof to another, take an Agility 2 roll; for each success youll be able to jump one square. If you dont have enough successes to reach the other rooftop, the character receives a wound and is left stunned in the next square from which he jumped.

    Break away (2AP): a character can try to break away from one or more adjacent enemies. In order to do so, he must spend 2AP on a AGvsST confronted roll. If hes successful, hell move one square away. If not, he must remain on that square with the chance to try it again as long as he has enough AP. When theres more than one enemy, take the confronted roll with the one with a highest ST stat. Once the character has broken away, he can move freely across the squares adjacent to the enemies hes broken away from.

    Search (1AP): A character can search a Fallen Enemy Token to get the reward, which will be indicated on the enemy card. Once the enemy has been searched, return the token with the rest.Note: If a character reveals the token with the exploring card, he must draw a card from the exploring deck and keep whatever loot he finds or apply the indicated effect.

    Reload a firearm (3AP): Firearms need to be reloaded every time you shoot them. When you shoot with a firearm leave its card facedown to represent it has been used and must be reloaded before it can shoot again.

    Explore (2AP): The character can explore a tile once per turn. To do so, there cant be any enemies on the tile or adjacent to the character performing the action. Roll as many dice as indicated by your Intelligence stat with a difficulty of 4 (so fives or sixes are needed). If there is at least one successful die, draw a card from the Exploring deck and carry out its description. If the character isnt successful, advance 1 square on the Adventure board. A result of 1 in an unsuccessful roll will grant you 1DP.

    Get your breath back: If on your turn you dont spend any AP you recover 1DP. Doing so will advance the Pirate Flag one square on the Adventure Board.

    Run: A character may double its AP during this turn, but it can only spend them on movement actions, pushing and jumping. He will be able to carry out pushes spending 1AP.

    Toss Break away

    Explore

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    Insult (1AP): A character who is adjacent to one or more foes can use this action, if its the last action of his turn, to gain 1D6 to defend against those adjacent enemies until the next turn (it is highly advised that the players re-enact their characters cussing pirate insults to make the game session more fun... and more de-stressing).

    Reanimate (2AP): A character can lift up the miniature of an adjacent unconscious character.

    ENEMIES TURNEnemies behave as per rules given below:

    1.- Initiative: When theres different kinds of enemies, their initiative sets the order in which they act: a. Humans: Royal Marines, Officers and

    Cannibals b. Supernatural beings: Skeletons, the Damned

    and Mummies. c. Sea Abominations: Longshades, Bootbiters

    and Darkclaws

    2.- Movement and combat: enemies can do one movement action and one attack action, in any order, following these rules: a. All those with range attacks, starting from the enemy which is closest to a character, will carry out a RC action against the nearest character inside the range of their RC attack. b. If the enemy doesnt have a large enough range, or a sightline, it must move as many squares as its movement allows as is necessary to have a sightline and get in range of its RC attack. c. An enemy can perform ranged attacks

    but is currently adjacent to a character must always attack the adjacent character. To do so it must use a CQC action. Enemies dont need to reload their firearms to use them again. d. Those enemies that attack in CQC must carry out the CQC action against the nearest character within their movement range. They must always advance to the furthest square possible, giving as much space as possible for other enemies to engage the character. e. Once an enemy engages in CQC, it must remain in that square until the character is defeated. f. If an enemy has several characters it can attack at the same distance, the Captain will choose which character the enemy attacks. g. Enemies can cross squares adjacent to characters without the need of Breaking away rolls. h. When an enemy takes all its wounds its replaced by a Fallen Enemy Token on the same square. Remove the Fallen Enemy Tokens that start the turn on a tile without any character on it. i. Enemies ignore the kind of terrain. j. Enemies cant move over other enemies unless their card says otherwise.

    How enemies appear:In each adventure youll find an enemy table that indicates the kind and amount of enemies that you must place on that tile. To do so, roll 1D6 and check the result on said table. On some tiles with a goal the exact amount and kind of enemies is already stipulated. In those cases ignore the table.The rooms inside buildings or temples are to be treated as tiles to all the effects of the enemies appearing.As a general rule, when different kinds of enemies emerge, start placing them by decreasing initiative order.

    Example: We must place two Royal Marines and one Officer. Place the Officer first and then the Royal Marines.

    Start placing the first enemy on the square which is furthest from the characters and that contains an exit from the tile. The next, on a square with an exit or on a square adjacent to an exit if theyre all occupied. Carry on doing so until all the enemies have been placed. If several available squares are at the same distance, the Captain, or the player with the most Prestige Points in the Captains absence, will choose on which square to place the enemy.

    In the rare case that there arent enough enemy miniatures to place according to the table roll, if there are any inactive enemies on the board use them to replace the enemies from the table roll, unless they belong to a tile with a goal.Advance the Pirate Flag one square on the Adventure Board for each kind of enemy you cant place.

    As the game advances, the difficulty is increased. Each mission will indicate at what point the difficulty is increased.

    DORMANT ENEMIESEnemies will only attack and move against characters that are on the same tile or on an adjacent one, ignoring any character outside these boundaries. When an enemy has no character on the same Tile or on an adjacent one, it is considered

    a Dormant Enemy.

    Insult

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    ENEMIES:Movement: the maximum amount of squares it can move in each turn.

    Agility, Strength and Intelligence: these characteristics work the same way as in characters, allowing enemies to fight against them by carrying out these actions.

    Wounds: Its the total amount of wounds the enemy can suffer. Once its suffered as many wounds as its stat indicates, replace the miniature with a Fallen Enemy Token.

    Prestige: This icon represents the prestige that a character gains on defeating this enemy. The player whose character defeats this enemy advances their Prestige Indicator as many squares as this icon indicates.

    Initiative: When there are different kinds of enemies in the same turn, they must be activated according to their initiative.

    CQC and RC: Just like with characters, these are the stats with which an enemy can attack. Some have both ranged and close quarters actions. The rules determine which they must use on each occasion.

    Skill: Each enemy possesses at least one skill which it can apply to combat or interfere in different character

    interactions.

    SUCCESSES SYSTEM:Each adventure has a different scoring system to end the game. If the players dont fulfill the goals before the score ads up to the indicated number (the Pirate Flag reaches the end), the group will have failed.

    The Pirate Flag can move squares on the Adventure Board for different reasons:

    1. For each revealed Tile Token, it advances 1 square.

    2. For each unconscious character at the beginning of the turn roll a die; with results lower than 3 the flag will advance 1 square and an additional one for every turn the character remains unconscious.

    3. For each failed Exploring action, it advances 1 square.

    4. On city tiles, as well as advancing for revealing any of the 4 Tile Tokens, it will advance an additional square the first time a character goes into a building (Church, Barracks, Tavern, West Indies Trading Companys building, the Merchants house or the General Goods Store).

    5. The first time in each turn that a character performs the Get your breath back action, advance Pirate Flag 1 square.

    6. Each adventure has other special circumstances in which it will indicate that the Pirate Flag must be moved, and if there are any events when the Pirate Flag reaches certain squares.

    UNCONSCIOUS CHARACTERSA character becomes unconscious when the total wounds he or she has received amount to their Wounds stat. Place the miniature lying down and follow these steps:

    1. At the beginning of each turn, if a character is unconscious, roll 1d6. 2. If the result is lower than 3 (a 1 or a 2): a. Advance the Pirate Flag 1 square on the Adventure board. b. Remove all the Prestige Points that character had gained until now on this adventure. c. The character loses all the coins he or she had accumulated during this adventure. d. Any Goal Token that represents an artifact must be left on the square on which the character has become unconscious. Any other Goal Token is discarded. Place a Tossing Weapon Token to indicate that any character can get hold of a card of the unconscious characters gear by performing a Pick up action. If the unconscious character recovers, he may re-equip himself with whatever cards are left. e. The character cannot recover until another character performs a Reanimate action on him or her. Next, the recovered character must take a 2D6 roll and check the result on the following table to see what state hes in. If he has any DP, theyre automatically added to the roll without spending them.

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    Example: The character had 2DP left when he became unconscious. He rolls the 2D6 and gets a total result of 3. He

    adds his 2PD and therefore checks out the result of 5 on the

    table, but he still has those 2PD to use.

    UNCONSCIOUS TABLE:

    11/12The character recovers all his DP and his wounds. Discard all the Wound tokens.

    9/10 The character recovers from his wounds. Discard all the wound tokens.

    6/9The character partially recovers. Discard half the wound tokens, rounded up.

    3/5

    The character partially recovers, but loses 1DP for the rest of the adventure. Discard half the wound tokens, rounded up.

    2The character suffers a permanent wound (see ahead). Discard half the wound tokens, rounded up.

    1 The character is removed to live a better life elsewhere.

    * When a character becomes cursed by a Mummy, he reduces his rolls on the unconscious table by 1.

    PERMANENT WOUNDSWhen a character suffers a permanent wound, he must roll 1D6 and check on the following table to see how he has been maimed and what consequences it entails. If the roll coincides with a limb that had been lost on a previous roll, ignore the result.

    6 Left eye/ -1 Inteligencie.

    5 Left hand/ This hand cannot be equipped.

    4 Right hand / This hand cannot be equi-pped.

    3 Left leg / -1AP and -1 Agility.

    2 Right leg /-1AP and -1 Agility.

    1 Right eye / -1 Intelligence.

    A character that loses two limbs of a kind (both hands, both legs or both eyes) will retire to a lifestyle that suits his new state better and with a generous share of the plunder for his services, which will make the crews Morale go down as many points as the Characters Morale stat.

    RULES FOR THE CITY:1. All the doors of the city are locked (place a Door Token on them to represent this). A character must spend 1AP to open them. On some adventures it may specify that a certain buildings doors are open, or if a door needs a special object or particular action to open it.

    2. The city rooftops count as a single square. To access the rooftops you must perform a Jump action (2AP) without having to take a roll. To climb down you must perform another Jump action (2AP). If a character wishes to jump from one roof to the next, the difficulty is Agility 2, and for each success the character can move 1 square towards the other roof. If there arent enough successes to carry the character to the other side, the character is placed on a ground level square adjacent to where he jumped from and he receives 1 wound. A character or enemy that is on the ground cannot perform a RC action against a target that is on the rooftops. However, a character or enemy that is on the rooftops can carry out RC actions against targets on the ground. No more than 4 miniatures can be on the same roof at any given time. Enemies can climb up and down from the rooftops without spending extra movement points, but they wont climb onto a roof unless theres a character on it.

    3. Every time you open a door or reveal a City Tile, take a roll on the Appearing Enemies table of

    In the following image you can see different examples of Tile placement.

    To place a Tile you must join any exit from the tile thats already on the table with one of the exits on the Tile to be placed.

    An exit that is two squares long or longer, it can be joined with an exit of any square length.

    If due to space or map design issues a Tile cannot be placed, place a No Exit Token instead, as indicated in the example, and return the Tile to the pile.

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    the adventure. In some adventures it specifies which enemies a certain tile or room contains; in these cases ignore the Appearing enemies rule.

    4. Each time you reveal a City Tile or enter a building for the first time (Church, Barracks, Tavern, West Indies Trading Companys building, the Merchants house or the General Goods Store), you must move the Pirate Flag forwards one square on the Adventure Board.

    NPC (NONE-PLAYABLE CHARACTER) RULES:On some adventures, or due to some effect like the Voodoo Doll card, players can sometimes control NPCs. They will do so during their own turn, at the beginning or end of it. Movement for the NPCs follows the same rules as it does for enemies; they ignore all kinds of terrain, they cant go over other miniatures...Unless the adventure specifies otherwise or in the case of the Voodoo Dolls Zombie, NPCs cant be attacked by characters or enemies.

    SPECIAL SKILLS:Stealth: a character can spend 2AP to move with stealth through squares with adjacent enemies. On activating the Stealth ability the character cant have any adjacent enemy. At the beginning of the enemies turn, the character must overcome an Agility 4 roll. If its successful, the character is ignored by enemies and can move through that Tile without being detected until the end of the game turn. An enemy can cross a square occupied by a character using Stealth, but it cant finish its movement on it.

    Ambidextrous: The character has no penalty when using the secondary hand.

    Healing: the character can heal a wound on himself or an adjacent character spending 3AP. Discard a Wound token. When the character becomes cured, he or she must move back one prestige square if any, and the character that does the healing advances one.

    Aiming: Unlimited range with the musket and may repeat one D6 of his RC dice rolls with any ranged weapons.

    Trickster: this ability allows the character to force any enemy attacking him in CQC to repeat one die of the roll.

    Voodoo: this character has several supernatural abilities represented through the voodoo cards. At the beginning of each adventure he can choose 4 cards and use them as their description indicates.Some voodoo cards require spending AP to use them. Once the effect has been resolved, the spell breaks. Place the card on the Adventure Board, on the turn slot that the card indicates, and during the Events phase, move it one square in the direction of the slot marked with a zero. This card will

    return to the characters deck if at the beginning of the Events phase its on slot zero.

    Endurance: This character doesnt lose any AP when hes wounded.

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