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Fortune and Glory: Treasure Hunters Expansion thumbnail

Fortune and Glory: Treasure Hunters Expansion

Expansion for Fortune and Glory: The Cliffhanger Game

Fortune and Glory: Treasure Hunters Expansion Rulebook

Table of Contents

Table of Contents

  • Game Contents
  • Token Texts
  • New Cards
  • New Tokens
    • Dock tokens
    • Personal mission reward tokens
    • Additional small town tokens
    • Additional tokens
  • FAQ and Clarifications
  • New Miniatures
  • Advanced Elements
    • Personal Missions
  • Docks
    • Dock investigation results
  • Card Text
    • Artifacts
    • Enemies
    • Villains
    • Villain Events
    • Town Events
    • Personal Missions
    • Common Items
    • Hazards
    • Sharp Moments
    • Characters
    • Equipment
    • Events
    • Allies

Game Contents

  • 1 colour rules booklet
  • 4 unique hero miniatures
  • 2 unique villain miniatures
  • 4 large character cards
  • 20 hero personal mission cards
  • 15 new hazard cards
  • 3 new common item cards
  • 4 new equipment cards
  • 4 new ally cards
  • 2 new enemy cards
  • 10 new event cards
  • 3 new town cards
  • 3 new artifact cards
  • 3 new adventure cards
  • 2 new villain cards
  • 1 new villain event card
  • 1 token sheet
  • 21 dock tokens
  • 3 mission reward tokens
  • 5 market/location tokens
  • 6 additional small town tokens
  • 5 ally/villain tokens

Token Texts

The source prints the following six token texts without a heading.

Take an equipment/ally card. A hero may take an equipment or ally card as shown on the token.

Wealth. When a hero breaks up the mafia's dirty dealings at the docks, the hero immediately gains the amount of wealth shown on the token.

Discovery. Having investigated the docks, the hero has found something shocking and must draw d6 event cards.

Free Travel. A hero may immediately make a free trip to any other port town on the map, then continue their adventure phase in that town.

Villain Encounter. Take a random villain card. This hero must immediately fight 2 combat rounds against that villain. Then discard that villain card.

Temple Treasure. Having intercepted a shipment carrying an artifact stolen from distant lands, the hero "rescues" it from the mafia. Take the temple treasure (temple figure). It can be sold for 3 wealth.

New Cards

The expansion contains several new cards for almost all base game decks, adding new hazards and other game elements. These cards should be shuffled into the corresponding decks.

The expansion also includes a new Personal Missions deck, which gives heroes the chance to earn small useful rewards on completion.

New Tokens

Dock tokens

This advanced element lets heroes, while in a town, explore its port area. These tokens are used in various encounters during such investigations.

Personal mission reward tokens

These tokens represent permanent bonuses that a hero can receive when they achieve the goal of a personal mission.

Additional small town tokens

Players may, by common agreement, increase the number of small towns on the map by placing these tokens before the start of the game. These new towns follow all the rules for small towns and have two sides: small town and small port town. The rules make no distinction between these two types of small town, so players may create their own scenarios for them if they wish.

Additional tokens

These tokens are not essential to the game. They are included for creating your own scenarios and may be useful in future official expansions.

FAQ and Clarifications

Q: What happens if the Burglar ally copies an activated ability that forces an ally to be discarded?

A: In that case the Burglar card discards itself, because the copied ability works as if it were written on the Burglar card.

Q: If several heroes together pursue an artifact, which of them completes their personal mission by acquiring it?

A: All heroes in that team are considered to have acquired the artifact, not only the one who took possession of it.

Q: Some heroes, such as Angel Espinoza and Jenny Butler, have an ability to buy equipment and allies at a reduced price. Can this reduce the price to 0?

A: Neither equipment, artifacts, nor common items can cost less than 1 fame.

Q: Does Angel Espinoza's "Workshop" ability affect common items?

A: No, only cards from the equipment deck.

Q: If I receive the corresponding token and have the option of a free trip to another port town, and the new town has a dock token, can I flip that dock token?

A: No, because you have already fulfilled the condition of the town card and investigated the docks during your adventure phase.

New Miniatures

The expansion includes 4 new heroes and 2 mafia villains. Each of these characters has a unique miniature.

The character biographies in the source are flavour text and are not transcribed. The character abilities are given in the Card Text section.

Advanced Elements

The Treasure Hunters expansion includes new advanced elements that you may add to the game if players want more challenging trials and richer experiences.

Personal Missions

The new personal mission deck gives heroes additional goals they can achieve for an extra reward. These missions are woven into the heroes' stories, in which they fight the Nazis in the struggle for freedom, make new friends, or carry out large-scale research to learn everything about an artifact and its powers.

  • At the start of the game, each player takes two personal mission cards, keeps one of them, and discards the other.
  • Personal missions are normally kept secret from other players until completed, but in cooperative or team play you may reveal them. Each personal mission card states a goal, meaning what the hero must do to complete the mission, and a reward, a bonus the hero receives for successfully completing it. A personal mission is considered completed at the moment the hero reaches the stated goal.
  • When a hero completes a personal mission, they receive the stated reward, then that mission card is discarded, and the hero may immediately take another (note that 2 mission cards may be taken only at the start of the game).
  • A hero may not have several personal mission cards at the same time. If this happens, they must discard all but one, of their choice.
  • A hero in a town during the adventure phase may spend 2 fame to take one additional new mission card, then keep only one mission card.

Docks

Port towns, centres of business and trade, also have dark corners. Dock tokens give heroes the chance to learn about the dirty dealings carried out in secret on the docks.

  • At the start of the game, place all dock tokens in an opaque box and mix them. Without looking, place one on each port town.
  • Any hero in a port town with a dock token may investigate the docks after resolving the town card, but before any other actions in that town. To investigate, flip the dock token and resolve the result, then return the token to the box. The results of each investigation are given below.
  • Whenever the town card deck must be shuffled, place new dock tokens on every port town that did not have one before.

Dock investigation results

Shanghaied. You were knocked on the head and taken across the sea by ship. The hero's turn ends immediately, and the hero moves to Shanghai.

Mugged. The hero is cornered by bandits. Nothing left to do but hand over one equipment card (discard it) or lose 1 wealth.

Brawl. The hero immediately fights the enemy named on the token.

Setup. The hero was set up by a "trusted" contact. Discard an ally card or lose 1 wealth.

Card Text

This section comes from the companion card-text translation, by the same community translator, of the printed expansion cards. It is grouped here by card type. Card names come from the translation. Quotations and story text printed on the cards are omitted as flavour. Where the translation does not give a value, none is given here. Check the printed card for the number.

Artifacts

Vessel (Yargono). No rules text in the translation.

Hairpin. No rules text in the translation.

Gloves. No rules text in the translation. The person who finds this artifact gets 5 fame.

Enemies

Wild Gorillas. Animal, Beast, Wild. Fame 8. Combat dice 5. Wounds 5. If at least one of your combat rolls is 1, your defense is reduced to 0 until the end of this combat round.

Villains

Joey Smiles (Ace of Diamonds). Villain, Man, Gangster. Search 5. Combat 4. Wounds 6. Defense 1.

  • Berserk: once per combat round, re-roll all misses.
  • Careless: for each combat die re-rolled that again misses, he takes 1 wound himself.

Mickey Hammer (King of Diamonds). Villain, Man, Gangster. Search 4. Combat 7. Wounds 8. Defense 0.

  • Dumb: when searching, takes a wound on a roll of 1 or 2.
  • Money Matters: the hero who defeats him in combat gets 2 wealth.

Villain Events

Fire! (Villain Event, Town). Each hero in the town space takes d6 wounds. For each (immovable) card in that town, roll d6. On 1 or 2, discard that card.

Fire! (Town Event, Secret). Play at any time. Choose a town on the board. For each (immovable) card in that town, roll d6. On 3 or more, discard that card. Each hero, villain or enemy in that town takes d6 wounds.

Town Events

Property Auction (Town Event, Society). You may pay d6+2 fame and start turning over cards from the top of the equipment deck. When you find an (immovable) card, take it and shuffle the equipment deck.

Personal Missions

Wonders on the Turns. Mission: steal wealth from a Nazi airship (or destroy an outpost in cooperative play). Reward: 8 fame.

See the World. Mission: complete an adventure phase in each of these towns: Rio de Janeiro, Sydney. Reward: 3 wealth.

Trendsetter. Mission: complete an adventure phase in each of these towns: New York, Paris. Reward: 2 wealth.

Thrill Seeker. Mission: acquire an artifact with Danger 5 or higher. Reward: 5 wealth.

Protégé. Mission: acquire a (Friend) ally. Reward: at the start of each turn, gain 2 fame.

Live for Adventure. Mission: have 2 artifacts in your possession at the same time. Reward: 3 wealth.

Always Ready. Mission: have 3 equipment cards in your possession (including common items). Reward: 1 wealth.

Temple Robber. Mission: take at least 1 wealth from a temple. Reward: immediately steal up to 2 more wealth from that temple. If you took the last wealth from the temple, also take the temple treasure.

Research: Death. Mission: acquire an artifact (death). Reward: from now on, get +2 dice on all checks during an adventure (death).

Research: Fate. Mission: acquire an artifact (fate). Reward: from now on, get +2 dice on all checks during an adventure (fate).

Research: Myth. Mission: acquire an artifact (myth). Reward: from now on, get +2 dice on all checks during an adventure (myth).

Research: Magic. Mission: acquire an artifact (magic). Reward: from now on, get +2 dice on all checks during an adventure (magic).

Fame Collector. Mission: collect 18 fame tokens without spending them. Reward: 1 wealth, take an ally card.

Crusher of Cults. Mission: defeat in combat an enemy from the Crimson Hand cult. Reward: 1 wealth.

Settle Scores. Mission: sneak past a villain successfully so that they do not notice you, or defeat a villain in combat by dealing more wounds than they deal to you. Reward: 2 wealth.

Noble Aspirations. Mission: sell an artifact in a small town. Reward: take an equipment card and an ally card.

Nothing Personal, Just Business. Mission: defeat a gangster enemy in combat. Reward: 1 wealth.

Fight for Freedom. Mission: defeat a Nazi enemy in combat. Reward: 1 wealth.

Sword Collector. Mission: acquire an artifact (weapon). Reward: Combat +2.

Armour Collector. Mission: acquire an artifact (armour). Reward: Defense +1.

Common Items

Manor. Common, Equipment, House, Immovable. Location: your starting town. Cunning +1. Activation: gain 1 wealth and 1 fame.

Horse. Common, Equipment, Animal, Horse. Gain +1 Movement each turn. Limit: 1 horse.

Hazards

Sneak into the Mafia Casino. Danger, Sneak, Society, Gangsters. Fame 5. Agility 6+ or Cunning 5+.

Horse Chase. Danger, Animal, Chase. Fame 2. Agility 5+ or Cunning 4+.

Port Brawl. Danger, Sneak, Water, Gangsters. Fame 4. Agility 5+ and Cunning 4+, or fight the gangsters.

Crumbling Ruins. Danger. Fame 2. Agility 4+ and Cunning 4+.

Stowaway. Danger, Water, Sneak. Fame 3. Agility 4+ or Cunning 5+.

Wild Beast. Danger, Animal, Beast. Fame 4. Choose one: Knowledge 5+, Agility 6+, Combat 6+ or Cunning 6+.

Ransacked Room. Danger. Fame 2. Cunning 5+.

Gambling Den. Danger, Luck, Gangsters. Fame 2. Choose a number from 1 to 6 and roll dice according to your Cunning. If at least one die result equals the chosen number, you overcome the danger. If not, the check fails and a sharp moment occurs.

Through the Swamp. Danger, Swamp. Fame 3. Knowledge 4+ (this danger does not count when pursuing an artifact), or Cunning 5+.

Sharp Moments

"You're Not on the List!" Sharp Moment, Society, Gangsters. Fame 4. Cunning 6+, or Combat: fight the gangsters, who get +2 combat dice.

Spoil the Party. Sharp Moment, Combat, Gangsters. Combat: fight the gangsters, who get +2 combat dice and +2 wounds. On victory, gain twice the fame.

Too Many of Them. Sharp Moment, Animal, Chase, Nazis. Fame 2. Cunning 6+, or Combat: fight the Nazis.

They're Leaving! Sharp Moment, Animal, Chase. Fame 1. Agility 5+.

"You're Dead!" Sharp Moment, Villain, Gangsters, Sneak. Take a random gangster villain card and add it to the adventure. You must fight 2 combat rounds against this villain.

Collapse! Sharp Moment. Fame 1. The floor gives way beneath you and you fall into a dark hall one floor down. You take 1 wound (ignoring defense). All dangers you passed in this adventure are cancelled (discard all danger tokens you received).

Nazis on Board. Sharp Moment, Water, Nazis, Sneak. Fame 3. Cunning 5+, or Combat: take a Nazi enemy card.

Mayhem in the Hold. Sharp Moment, Combat, Animal. Fame 3. Combat 5+ or Cunning 6+.

Nowhere to Run. Sharp Moment, Animal, Dead End. Fame 4. Combat dice 4. Wounds 4. Escape: Agility 5+.

Trampled. Sharp Moment. Fame 1. Take d6 wounds (ignoring defense).

"Give It Here, Doll!" Sharp Moment, Gangsters. Fame 3. Cunning 5+, or Combat: fight the gangsters, who get +2 combat dice.

Moving Shadows. Sharp Moment, Combat. Combat: take an enemy card. They get +2 combat dice.

"They're Still Here!" Sharp Moment, Combat. Combat: take an enemy card and fight.

Luck Ran Out. Sharp Moment, Combat, Gangsters. Fame 3. Agility 5+, or Combat: fight the gangsters, who get +2 combat dice.

"What a Strange Smell!" Sharp Moment, Combat, Swamp. Cunning 5+, or Combat: take an enemy card. You cannot escape.

Characters

Jenny Butler (Actress). Woman, American, Society.

  • Star: starts the game with 3 fame tokens. Pays 2 fewer fame than usual for ally cards.
  • Rival: gets +2 combat dice against gangsters or any women (enemies or villains), and +2 adventure dice on checks with the words "femme fatale" and "gangsters".

Angel Espinoza (Mechanic). Woman, Mexican, Technology.

  • Workshop: pays 2 fewer fame than usual for equipment cards.
  • Skilled Mechanic: gets +2 adventure dice on checks with the words "technology" and "trap".

Grant Jackson (Soldier of Fortune). Man, American, Military.

  • Mercenary: starts the game with an equipment card.
  • Hardened: gets +1 adventure die on all checks in the (Jungle) and (Desert) areas.

Nigel Harrington (tiger hunter). Man, British, Military. The character biography in the rules booklet calls him an elephant hunter. The card subtitle reads "tiger hunter". Both are given as printed.

  • Sniper: in combat, deals a wound on a roll of 3+.
  • Proud: cannot escape from battle.
  • Hunter: gets +2 combat dice against any (animal) enemies, and +2 adventure dice on any check with the word (animal).

Equipment

Family Estate. Equipment, House, Immovable. Location: your starting town. Wounds +2. Activation: fully heal all heroes in your starting town.

Gym. Equipment, Training, Immovable. Location: your starting town. Agility +1. Activation: prevent 1 wound to yourself.

Personal Library. Equipment, Book, Immovable. Location: your starting town. Knowledge +1. Activation: roll d6. On 5+, cancel an event or a villain event.

Science Lab. Equipment, Science, Technology, Immovable. Location: your starting town. Cunning +1. Activation: gain +3 adventure dice on one roll.

Events

Lucky Find. Event, Victory. Play on any hero (including yourself) after overcoming a hazard. This hero may immediately take an equipment card. Limit: one Victory card per hazard.

Smile of Fortune. Event, Victory. Play on any hero (including yourself) after overcoming a hazard. This hero may immediately fully heal and gain fame equal to the wounds healed this way. Limit: one Victory card per hazard.

Expedition Leader. Event, Leadership. Play immediately, on any hero (including yourself). This hero may now carry 3 more equipment cards than usual, and pays 1 less fame for common items (minimum 1). Stays in play.

Rescue. Event. Play on any hero (including yourself) after overcoming a hazard. This hero may immediately take an ally card. Limit: one Victory card per hazard.

Companions. Event, Leadership. Play immediately, on any hero (including yourself). This hero may now have 3 more ally cards than usual, among which may be two friends. Stays in play.

Allies

Manticore. Ally, Animal, Friend, Horse. Agility +2. Loyalty 5. Gain +2 movement each turn, and may draw an event card on a movement roll of 1 or 2. Limit: 1 friend. Limit: 1 horse.

Dutchman. Ally, Man, Military, Friend. Wounds +2. Combat +2. Loyalty 3. Limit: 1 friend.

Burglar. Ally, Thief, Stealth. Agility +1. Loyalty 1. Activation: may play an activated ability from any other card in play.


Not transcribed: the translated card text does not account for every card listed in the Game Contents (for example, the three adventure cards and the third town card do not appear). The artifact danger values are also not given. Use the printed cards for those.