6x6 TALES
6x6 TALES Rulebook
Table of Contents
Table of Contents
Rules Booklet
R01. Components
- You will need the rules booklet, the journal booklet, the events booklet, and something to write and erase with.
- You will need a new journal booklet for each game.
- You will need 2d6 (two six-sided dice) of different colours.
- JXX (X is a number) is a section of the journal booklet, RXX is the rules booklet, and EXX means the events booklet.
R02. Map
The island (see J02) is surrounded by water and consists of 36 squares in 6 columns and 6 rows.
A random square means you roll 2d6 to get coordinates. The 1st die is the column (I-VI), the 2nd die is the row (1-6). Example: a result of 5 and 3 means square V-3 on the map.
Important: re-roll if the square rolled has an event (EXX) in its lower right corner.
R03. Hero creation (J01)
The hero starts with these stats: Attack/Atk = 1, Poison = 0, Gold = 1, Damage/Dmg = 1, Max HP = 4, Fame = 0, Speed/Spd = 2, HP = 4 (cannot exceed Max HP).
Choose a race and its bonus:
- Dwarf: +1 Dmg
- Elf: +1 Atk
- Human: 2 gold
- Hobbit: a cookie; eat it (cross it out) to get +1/-1 to any roll (a roll's minimum is 1, maximum 6).
Give the hero a name and a portrait, if you wish.
Prepare the map (J02):
- Roll a random square (R02), draw a castle at the crossroads in it. Write "E01" in the lower right corner of the square. The castle is your starting square.
- Important: a square can have only one event (EXX, X is a number); always write it in the lower right corner of the square.
Personal quest: if you want to explore the island, write a new quest (J04):
- Recipient: write your own name or just "Hero";
- Place: "Any" (can be completed from any square);
- Notes: "on completion: E02" (if all squares have a road type, you may read E02).
Explore the castle: read E01 (hint: get a new quest from the castle). After that you are ready to begin your tale: Week = 1 and Day = 1, proceed to R10!
R04. Movement
- You may not move, or move up to your Spd; for each point of Spd you may go to an adjacent square, following a road. All roads leading to water (off the island) are dead ends.
- If you move to a square without a road, reveal a new square: roll 2d6, see the table in J02. The first die is the road type. You may rotate it by 90/180/270 degrees, then draw it on the new square. The road must connect to the road on the previous square.
- The second die is the terrain type; draw it on the new square too. If you find a new village: write "E08" in the lower right corner of the square for each odd-numbered village you find in this game, and "E15" for each even-numbered one.
(J02 new-square table: 1st die, road type, with the road shapes drawn for results 1,2 / 3,4 / 5 / 6. 2nd die, terrain: 1,2 plains; 3 mountains; 4 forest; 5 swamp; 6 village. If there are already 4 villages or the square has an event, it is a swamp. The village's EXX = E08 if odd-numbered, E15 if even-numbered (see R04).)
R05. Movement example
You are on II-4, your Spd is 3. You move to II-3, then right to III-3. Reveal a new square: first die 6 (rotation), second die 6 (village, the first one!). The road to the left of IV-3 is now a dead end.
You could go on, but you decide to stop to visit the village this turn. You end your turn and write "III-3" in the "Final square" column in J05.
R06. Magical change of road type
You may use a Dash or Kaboom scroll (adjust your backpack in J03 and ignore the scroll's normal effect) to change the current square into a crossroads.
R07. Scroll prices
Prices (in gold) are in the table below. Use this section (R07) only when it is called by an event. You may sell scrolls at the listed price, minus one. A Human sells scrolls at the listed price.
If you buy/sell scrolls (every shop has unlimited stock), adjust your backpack in J03.
A Human / Dwarf may gamble in any shop. Once per turn roll 2d6: [2-7] -1 HP or lose 1 scroll or 1 gold; [8-9] gain 1 gold; [10-12] win a treasure (E03).
Scroll prices in different shops:
| Scroll | Castle | E08 | E15 |
|---|---|---|---|
| Antidote | 1 | -- | 1 |
| Throw | 1 | 1 | -- |
| Dash | -- | 2 | 2 |
| Carrot | 1 | -- | 1 |
| Tomato | -- | 2 | 2 |
| Pear | 3 | 3 | -- |
| Spark | 1 |
R08. Monster data
See the table below; the trophy size (gold) equals the week number.
A veteran monster gets the following before the fight; roll 1d6: [1] Ambush; [2] +1 Atk; [3] +1 HP; [4] +1 Dmg; [5] Poison; [6] Regeneration. Note: nothing happens if the monster already has that ability.
Special monster abilities:
- Ambush: skip the "Break" step, and the monster does not lose HP in the first round of combat.
- Poison: your Poison = 1 (J01) if the monster deals you damage. See R10 about poison.
- Regeneration: if the monster's HP is 0 or less, roll 2d6; on [4-6] the monster's HP = 1, continue the fight; otherwise the monster is defeated.
| Week / trophy | Terrain | Atk | Dmg | HP | Monster | Properties |
|---|---|---|---|---|---|---|
| Week 1 (1 gold) | Swamp | 7 | 1 | 2 | Skeleton | |
| Forest | 9 | 1 | 1 | Giant Rat | ||
| Mountains | 6 | 2 | 2 | Goblin | ||
| Plains | 8 |
R09. Combat (J06)
Combat is divided into rounds and ends if you flee or the monster's (or your) HP is 0. Only you take an action each round. Follow these steps each round:
- Break. You may choose:
- try to flee: roll 1d6; on [1] you fail, and the monster does not lose HP this round; on [2-6] you can flee and hide, end your turn.
- use an item.
- use a scroll: adjust your backpack in J03, then apply the effect.
- Note: you may use Throw/Dash scrolls to flee automatically, but your turn does not end because of this (meaning that if you flee at the Terrain Event step, see R10, you may go on to the Square Event step).
- Attack: roll 2d6 + your Atk.
- Critical rolls (before adding Atk): [2] the monster deals damage to you; [12] you deal +1 damage (an elf deals +2 damage).
- If not [2] or [12], add your Atk: if the result is >= the monster's Atk, you deal damage; if < the monster's Atk, the monster deals damage to you.
After defeating a monster you receive the trophy. If you fled, you do not receive it. Note: you receive an additional +1 gold if you defeated a veteran monster.
R10. Turn sequence
Carry out these steps every turn (equal to a day):
- New day. Circle the current week and day number in J05.
- Day event. If there is a day event today (J05), play it.
- Poison check. If Poison = 1: roll 2d6; on [2-5] -1 HP.
- Level up. You may raise 1 stat per turn, and only by 1. To raise Atk/Dmg/Spd/Max HP spend gold equal to the stat's value, then heal 1 HP. Example: you spend 3 gold to raise Atk from 2 to 3, then heal 1 HP (HP cannot exceed Max HP).
- Movement (see R04). After moving (or skipping it), write the current coordinates in the Final square column in J05.
- Terrain event. Roll 2d6 if you are not in a village or castle:
- [2-3] if you are in: mountains: +1 gold, a dwarf gets an additional 1 gold; forest: bite! Poison = 1 (except an elf); swamp: toxic fumes! Poison = 1; plains: good weather, a Hobbit gets +1 HP.
- [4] you receive a treasure (E03);
- [5-7] fight this week's monster, see R08;
- [8-10] nothing;
- [11-12] fight this week's veteran monster, see R08.
- Square event (once per turn). You may play the event (EXX) on the current square, but E00 means it is unavailable.
- End of turn.
Events Booklet
READ AN EVENT ONLY WHEN INSTRUCTED.
E01. Castle
You may do any number of these actions:
- heal 1 HP (once per turn, HP cannot exceed Max HP)
- if your Poison = 1, then Poison = 0.
- get a new quest at E14 (if there is no active quest whose recipient is this square, see J04).
- buy and sell scrolls in the shop, R07.
E02. Quest: Open the Map
Completed when every square has a road type:
- You receive +50 fame. If the week number (see J05) is 1 or 2, receive 6 gold. If week 3, receive 3 gold.
- If there is no village on the map: choose a random square (R02), change that square's terrain type to village (see J02) and write "E08" on that square.
- Cross out this quest and continue your turn.
E03. Treasure Chest!
Roll 2d6 (a Hobbit rolls twice and chooses one result): [2] 1 gold; [3] Kaboom scroll; [4] Blast scroll; [5] Dash scroll; [6] Throw scroll; [7] Antidote scroll; [8] Carrot scroll; [9] Spark scroll; [10] Tomato scroll; [11] Pear scroll; [12] 2 gold.
E04. Quest: Revive the Island
Completed when you have visited all three places in the Water Spirit's assignment: lose (cross out) the potion in J01. The Water Spirit suddenly appears, thanks you and tells you valuable information. You receive a treasure (E03) and +50 fame. Cross out the quest. Go to E25.
E05. Abandoned Place
Roll 1d6 (to find out the type and number of EXX). [1-2] Tower, "E11"; [3-4] Pyramid, "E16"; [5-6] Lake, "E20". Determine a random square (R02), then draw the picture in its centre and write the EXX number on it. Note: the road and terrain type of the square do not change.
E06. Another Dimension
You are swallowed by a portal into another dimension... Where? That is a tale for another time. You receive +20 fame. Go to E17.
E07. Magic Mirror (Atk: 5, Dmg: 1, poisonous, no trophy)
Fight the magic mirror as a monster. After dealing any damage to the magic mirror, subtract its HP in the notes of this quest (it never heals), then: if the magic mirror's HP is 0 or less, go to E30; if not: the fight ends, and you are teleported (replace today's Final square in J05 with a random one per R02; if it has no road type, reveal a new square per R04).
E08. Village
You may do any number of these actions:
- get a new quest at E14 (only if there is no active quest whose recipient is this square, see J04).
- buy and sell scrolls in shop E08, see R07.
- for each gold you donate to the temple, you receive +5 fame.
- a Hobbit may pay 1 gold to heal 1 HP and make Poison = 0.
E09. Devouring Machine
The Knight of Chaos melts and the portal roars, devouring all monsters on the island. You receive +50 fame. You see the knight's shield about to enter the portal; you may let the shield enter the portal (go to E29) or try to grab it (go to E37).
E10. Purple Portal
Monsters come out of the portal, which is guarded by the Knight of Chaos. A giant bat attacks you (trophy: 2 gold), start combat! If you defeat it, choose: approach the portal at E32 or flee (end of turn).
E11. Tower Guard
The guard tells you that at the top of the tower there is a magic mirror locked by a spell. You must break the spell. New quest! (write in J04) Recipient: "Magic mirror"; Place: your current square. Notes: "HP = 9" (this is the magic mirror's HP). Change the event on your current square to "E07". Go to E07.
E12. Witch's Hut
The Witch gives a Human one scroll per visit: Antidote / Dash. You may pay 1 gold to teleport: change today's Final square (J05) to any other (if the square has no road type, reveal it per R04), then receive +10 fame.
E13. Looking for the Exit
Roll 2d6 (a Dwarf may choose even/odd):
- even means you returned to the entrance: end your turn;
- odd means you ended up in another place: replace today's Final square (J05) with a random one per R02 (if the square has no road type, reveal it per R04), then end your turn.
E14. New Quest! (write in J04)
Recipient: your square. Place: a random square (R02). Roll 1d6:
- [1-2] Notes: "Defeat a veteran monster". Write "E19" in the corner of the square rolled (J02).
- [3-4] Notes: "Bring a mango". Write "E38" in the corner of the square rolled (J02). You received a Mango (record in J01); it can be eaten (cross out) to heal 1 HP.
- [5-6] Notes: "Bring 2 scrolls". Write "E22" in the corner of the square rolled (J02).
E15. Village
You may do any number of these actions:
- get a new quest at E14 (only if there is no active quest whose recipient is this square, see J04).
- buy and sell scrolls in shop E15, see R07.
E16. Pyramid Dungeon
Descend into dungeon J07, start from Room 1. You enter Room 1. If you have entered a room from 1 to 5, choose one:
- look for the exit at E13.
- take a risk: roll 2d6, play the Room in J08 (if you fled from a fight, you must go to the exit E13), then add 1 to the Room number and enter that Room. If you have entered a room from 6 to 8, choose one:
- look for the exit at E13 or enter the small room E28.
- take a risk (as above, but all monsters have a trophy of 1 gold). If you have entered room 9, go immediately to E33.
E17. The End of the Tale
Count your total fame and see your status (J09): you receive +15 fame for each completed quest (only in the castle/villages, see J04) and +1 fame for each gold you have. The game is over.
E18. Glowing Wand in the Stone
You receive +50 fame. Choose one:
- smash the evil wand to pieces, continue on to E29.
- take it, roll 2d6 (an Elf adds +2): [2] HP = 0; [3-5] -2 HP; [6-7] -1 HP; [8+] nothing. If you survived, go to E26.
E19. Quest: Defeat a Monster
Fight this week's veteran monster (R09). After the monster is defeated: receive a treasure (E03), erase the EXX event on this square (J02), then cross out the quest.
E20. Water Spirit
You need to help the spirit revive the island by pouring a potion in certain places. You receive a Potion, which gives you Poison = 0 always (write it in J01). Change the event on your current square to "E00". New quest! (write in J04). Recipient: "Water Spirit"; Place: "Any". Roll 1d6:
- [1-2] Notes: "I-1, VI-1, VI-6: E04".
- [3] Notes: "VI-1, VI-6, I-1: E04".
- [4] Notes: "I-6, I-1, VI-1: E04".
- [5-6] Notes: "VI-6, I-6, I-1: E04". When you arrive at a square from the notes: receive 1 gold, then cross out that place. When you have crossed out all three places, you can complete E04 from any square.
E21. Knight of Chaos (Atk: 10, Dmg: 2, HP: 7, no trophy)
Fight the Knight of Chaos as a monster; you cannot flee from him. At the start of each round he grows stronger (the effect accumulates); roll 1d6: [1] +1 Atk; [2-3] +1 Dmg; [4-5] +1 HP; [6] +2 HP. If you defeated the Knight, go to E09.
E22. Quest: Bring Two Scrolls
Completed if you have at least 2 scrolls (J03): hand over any 2 scrolls, adjust your backpack in J03. You receive 4 gold and a treasure (E03). Erase the event (EXX) on this square (J02). Cross out this quest.
E23. Ruby
You found a Ruby (write it in J01); it can be used (cross out) at the "Break" step in combat to deal the monster 1d6 / 2 damage (round down). Continue the previous event.
E24. To the End
The island is flooded with monsters. You have no choice but to sail away by boat, leaving the island with a heavy heart. Receive +20 fame. Go to E17.
E25. Source of Monsters
Roll 1d6 (picture, EXX number): [1-2] Rift "E31"; [3-4] Portal "E10"; [5-6] Cave "E27". Roll a random square (R02), then draw the picture in its centre and write the EXX number in the corner. Note: the road and terrain type of this square do not change.
E26. Lightbearer
You hold the wand tightly until the evil inside dies with a scream. You receive +50 fame and bring the wand to the King at E29.
E27. Cave Dungeon
Descend into dungeon J07, starting from Room 1. You entered Room 1. If you have entered a room from 1 to 7, choose one:
- look for the exit E13.
- go deeper: roll 2d6, play the Room in J08 (if combat: the monster is always a week 3 veteran with a trophy of 4 gold, and if you fled you must go to E13), then increase the Room by 1 and enter it. If you entered Room 8: your Poison = 1 (J01), make a poison check (R10), then go to E18.
E28. Missing Nun
You found the missing nun and led her out; receive +50 fame. She thanks you, gives you 1 gold and tells you where the source of monsters is. Change the event on your current square to "E00". Go to E25.
E29. Source of Evil
When the source of evil disappears, all monsters quickly vanish from the island, and people live in peace again. The King invites you to a feast and gives you 200 gold. You won. Congratulations! Go to E17.
E30. Quest: Magic Mirror
The spell vanished with a loud explosion. You receive 3 gold, a treasure (E03) and +50 fame. In the mirror you can see the source of monsters. Change the event on your current square to "E00". Cross out this quest. Go to E25.
E31. Rift
The rift is teeming with monsters and poisonous fumes. Poison = 1 (J01). Repeat until you choose option A or the game ends: make a poison check (R10), then choose option A / B / C / D.
- A. Look for the exit at E13.
- B. Fight a monster (you cannot flee, trophy 1 gold), roll 1d6: [1-2] Skeleton; [3] Giant Rat; [4] Goblin; [5-6] Pink Slime.
- C. Place (cross out) a ruby on the altar: the dragon E36 appears.
- D. Search around, roll 1d6: [1-2] found something, E23; [3] found something, E03; [4-6] spike pit! -1 HP.
E32. Fight with the Knight's Servant!
Roll 1d6 (the monster has Ambush, trophy 4 gold): [1-2] Ghoul; [3] Giant Spider; [4] Gold Slime; [5-6] Troll. After you have defeated the servant, you may flee (ending your turn for today) or fight the Knight of Chaos E21.
E33. Flaming Sword
You received the "Flaming Sword" (J01) and a Spark scroll (J03). Once per fight you may use a Spark/Blast/Kaboom scroll at the "Break" step (the scroll deals no damage) to ignite the sword: you receive +1 Dmg and +1 Atk until the end of the fight. You receive +20 fame each time you ignite the sword. Go to E28.
E34. Dragon Slayer
The dragon has fallen, receive +50 fame. All monsters on the island grow weak, and the undead turn to dust. You receive +25 fame for each Ruby you have. Go to E29.
E35. Day Event: Hey, what's this?
Roll 1d6:
- [1] The food this morning was terrible, Poison = 1.
- [2] Thief! You lose a scroll (your choice). If you have no scroll, lose 1 gold (if you have any).
- [3] If you are not a Dwarf: you feel tired, -1 Spd when moving today, write in "Notes" in J04.
- [4] A merchant has 1 Dash scroll, 1 Tomato and 1 Blast; you may buy them for just 1 gold each, if you wish.
- [5] Random square R02, draw a hut in the middle of this square and write "E12" in it.
- [6] A sick man. If you give him a Carrot/Tomato/Pear scroll, you receive double the scroll's price (R07) or +25 fame, your choice.
E36. Bone Dragon (Atk: 11, Dmg: 2, HP: 5, Regeneration, no trophy)
Fight the bone dragon as a monster; you cannot flee. At the start of each round the dragon heals 1 HP (if the dragon's HP = 8, it exhales a white cloud, and your HP = 0!). If the bone dragon is defeated, go to E34.
E37. Shield of Chaos
Roll 2d6 + your Spd (an elf adds +1). If the result is:
- 8 or less: go to E06;
- 9 or more: you can grab the shield and drag it far from the portal (receive +50 fame), then give it to the king at E29.
E38. Quest: Bring a Mango
Completed if you have a Mango (J01): you brought (crossing out) the Mango. You receive gold equal to half the shortest distance from the Recipient to the Place (rounded up). Erase the event on this square (J02). Cross out this quest.
E39. Day Event: Terrible Weather
Roll 1d6: [1-2] Swamp; [3-4] Mountain; [5-6] Forest. This turn you cannot move to an open square of that terrain type; write it in the "Notes" column in J05 as a reminder.
After the game ends
| Total fame | Your status |
|---|---|
| 000 - 099 | Unknown Hero |
| 100 - 299 | Famous Hero |
| 300 - 399 | Renowned Hero |
| 400 - 499 | Hero of the Island |
| 500+ | Legendary Hero |
Journal Booklet (rules content)
J01. Hero stats
Race, Name; Atk: 1; Dmg: 1; Spd: 2; Poison: 0; Max HP: 4; HP: 4 (if HP = 0 or less, read E17); Gold: 1; Fame: 0; Items.
J03. Scroll backpack
| Scroll | Effect | Castle | E08 | E15 |
|---|---|---|---|---|
| Antidote | Poison = 0 | 1 | -- | 1 |
| Throw | +2 Spd this turn (movement only) | 1 | 1 | -- |
| Dash* | +4 Spd this turn (movement only) | -- | 2 | 2 |
| Carrot | Heals 1 HP | 1 | -- | 1 |
| Tomato | Heals 2 HP | -- | 2 | 2 |
Other items: Mango: heals 1 HP if eaten. Ruby: deals the monster 1d6 / 2 damage (round down) if thrown. You cannot heal if your HP is 0 or less. Use scrolls at any time, but in combat only at the "Break" step. * Can be used for a magical change of road type (R06).
J04. Quests
Columns: Recipient, Place, Notes. The starting quest is: Place "Any", Notes "Open the whole map: E02". Cross out a quest when completed. Recipient: coordinates of the quest giver. Place: coordinates where the quest is completed.
J05. Daily records
Columns: Week, Day, Day event, Final square, Notes. Pre-printed day events:
- Week 1: day 3: E05; day 6: E39.
- Week 2: day 3: E35; day 6: E39.
- Week 3: day 3: E35; day 5: E39; day 6: E39.
- Week 4, day 1: E24. All other days: none.
J02. Map notes
- Castle: the starting square. Witch's hut: E12.
- E05 (1d6): [1-2] Tower "E11"; [3-4] Pyramid "E16"; [5-6] Lake "E20".
- E25 (1d6): [1-2] Rift "E31"; [3-4] Portal "E10"; [5-6] Cave "E27".
J06. Fights
Columns: Monster, Notes, HP. Veteran monster, 1d6: [1] Ambush; [2] +1 Atk; [3] +1 HP; [4] +1 Dmg; [5] Poison; [6] Regeneration. Ambush: skip "Break", the monster does not lose HP in the first round. Poison: Poison = 1 if the monster deals you damage. Regeneration: if the monster's HP is 0 or less, 2d6, on [4-6] the monster's HP = 1.
J07. Dungeon description
Columns: Dungeon, Room number.
J08. Dungeon rooms
- [2 or 12] You found a Meeple (record in J01); use it (cross out) to re-roll any one roll once.
- [3] You found a treasure, E03.
- [4] Dead end! Bypass* (see below).
- [5] Locked! Roll 1d6; if > your Dmg, then bypass* (see below).
- [6] Dart trap! Roll 1d6; if > Spd, then -1 HP.
- [7] Blade trap! -1 HP.
- [8] Fight: this week's plains monster, see R08.
- [9] Fight: this week's mountain monster, see R08.
- [10] Fight: this week's forest monster, see R08.
- [11] Fight: this week's swamp monster, see R08.
*Bypass: subtract 2 from the room number (a Dwarf subtracts 1); minimum room number: 1.
J09. End-of-game scoring
Current Fame; Fame for quests (15 each); Fame for gold (1 each); Total fame.