Académique Documents
Professionnel Documents
Culture Documents
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 PHASE
Pirates and Enemies
Adventure Board
It 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 Sheets
They
represent the characters
controlled by the players. Each sheet
has a pirate archetype with stats and
skills. ( see page 5)
Enemy Sheets
They show the stats and skills of the
enemies in the game. ( see page 10)
Tiles
They make up the board where
characters carry out actions and
movements during the Adventure
phase
Six sided dice
Dice are used for different skill rolls,
during combat and events.
Gear cards
These 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 Cards
Whenever 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 Items
They 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 Cards
Some 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
No Way Tokens
They 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 Tokens
These tokens are used to show that a
character is affected by poison and they
are placed on the Character Sheet.
Goal Tokens
Each adventure has one or more goals
to achieve. These tokens are given to
characters as they reach these goals.
Pirate Flag Token
It is used as a counter for both the
adventure board and the morale
slots on the ship board.
Door Tokens
1O double faced tokens of open/
closed doors. Only characters can
open doors. ( see page 8)
Prestige Tokens
Take one prestige token any time
your sheet counter reaches 10
Throwing Weapons Token
Use 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 4
Intelligence: 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
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.
TURN SEQUENCE:
A turn is composed of 3 parts; Events, Characters
turn and Enemys turn.
- Events:
- Characters turn:
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
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.
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Actions
1 Movement
1AP
1 Attack
Change Equipment
1AP
Pick Up/Use/Drop
1AP
Open door
1AP
Toss
2AP RC roll.
Range =as many squares as
ST stat.
Jump
2AP
Break away
2AP AG vs STR
Explore
Search
Reload
firearm
3AP
1 full turn.
Run
1AP= 2 MOV.
Only action of the turn,
except for Pushing
(+1 Push)
Push
Insult
1AP
+1D6 for defense against
CQC attacks.
Reanimate
2AP
Attack (2AP)
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.
Push
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
re
Explo
Toss
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.
Break
away
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.
Insul
ENEMIES TURN
DORMANT ENEMIES
Enemies 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.
UNCONSCIOUS CHARACTERS
A 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:
ENEMIES:
interactions.
SUCCESSES SYSTEM:
10
UNCONSCIOUS TABLE:
6/9
3/5
PERMANENT WOUNDS
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
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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.
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