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INTRODUCTION:

kull Tales a is semi-cooperative board game for


1-4 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 PHASE
Pirates and Enemies

Each character and enemy on the game


is represented by a miniature.

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

until the Zombie is defeated. ( see page 13)


Tile Tokens
They 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 Markers
They are placed on the right side of
characters sheets to show the Prestige
attained by the character.
Wound Tokens
They are placed over the Characters
Sheet 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 Tokens
These tokens account for the loot
received by a character whenever he
searches a Fallen Enemy Token
during the adventure.
Fallen Enemy Tokens
They 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 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

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

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:

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.

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

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

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.

55

What can characters do during the Adventure Phase?


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

Actions
1 Movement

1AP

1 Attack

2AP. Doing a second consecutive attack action with the


same hand: 3AP -1D6

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

2AP INT vs (5-6)

Search

1AP Only on adjacent Fallen


Enemy Tokens

Reload
firearm

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

Insult

1AP
+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.

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.

- 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

- 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)

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.

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.

Push

-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

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.

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


at which point he recovers automatically.

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 greencoloured 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.

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.

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 Lefthanded 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.

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

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.

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.

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.

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.

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.

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.

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).

Insul

Reanimate (2AP): A character can lift up the


miniature of an adjacent unconscious character.

ENEMIES TURN

Enemies 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.

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.

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.

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 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.

Movement: the maximum amount of squares it can


move in each turn.

SUCCESSES SYSTEM:

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

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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.

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.

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:

The character recovers all his DP and


11/12 his wounds. Discard all the Wound
tokens.
9/10

6/9

3/5

The character recovers from his


wounds. Discard all the wound tokens.
The character partially recovers.
Discard half the wound tokens,
rounded up.
The character partially recovers, but
loses 1DP for the rest of the adventure.
Discard half the wound tokens,
rounded up.
The character suffers a permanent
wound (see ahead). Discard half the
wound tokens, rounded up.
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 WOUNDS

RULES FOR THE CITY:

When 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.

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.

6 Left eye/ -1 Inteligencie.


5 Left hand/ This hand cannot be equipped.
4

Right hand / This hand cannot be equipped.

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.

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.

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Ambidextrous: The character has no penalty when


using the secondary hand.

return to the characters deck if at the beginning of the


Events phase its on slot zero.

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.

Endurance: This character doesnt lose any AP when


hes wounded.

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

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