Skull Tales: Full Sail! – Mega-Expansion
Skull Tales: Full Sail! – Mega-Expansion Rulebook
Table of Contents
Table of Contents
Contents
- This rulebook
- 6 small Tiles, 3 medium Tiles and 1 large Tile
- 20 Tile Tokens
- Assorted tokens (walls, rolling boulder, traps)
- 5 Character miniatures
- 6 Mermaids
- 6 Drowned Ones
- 6 Buccaneers
- 4 Bounty Hunters
- 4 Ghosts
- 6 Amazons
- 4 Stranglers
- 1 Tarantula
- 13 Character and Enemy cards
- 24 large cards
- 40 small cards
Chapter I: Legends of the Caribbean
New Campaigns
The four new Campaigns included in this expansion follow a storyline set in the Skull Tales universe. They were designed to be increasingly more difficult as the players progress through them, with bigger challenges and greater enemies. This is why we recommend playing these campaigns in the order indicated in this manual.
Special Scenarios
The six individual Scenarios that come with this manual play a certain role in the story of Skull Tales. If the players lose during the Voyage Phase, whether they are captured or their ship sunk, they will have to play one of these adventures. Along with the two Annex stories included in Skull Tales: Full Sail!, they will present new challenges to the players.
Each Scenario is supposed to be played after certain situations during the Voyage Phase, but the players are free to play any of them if they are captured or sunk.
For instance, in Scenario IV (Sea Hunters), the pirates are defeated and captured by Sea Abominations, but they could have also arrived at the island after sinking their ship.
Feel free to pick the individual adventure you would like to play at any given time. But, the players must keep a list of individual adventures they have already played. These adventures cannot be repeated as long as there is at least one that is still unplayed.
The Scenario "The Treasure of Ek Chuah" is an exclusive scenario as a result of the crossover with EXO, the board game. The components needed to play this Adventure were part of the rewards of the Kickstarter campaigns for both games.
Chapter II: Pillage and Plunder Mode
Player Versus Player
In this game mode, each player recruits a group of Pirates (collectively known as "the Party") to fight each other while trying to achieve the goals set by the scenario. Apart from the other players' Pirates, there will also be regular Enemies in each scenario, so watch out!
Description of a Pirate Card
- Health
- Initiative
- Name
- Traits
- Melee / Damage
- Ranged / Range / Damage
- Cost
- Strength
- Agility
- Intelligence
- Movement
Traits: the action icon indicates that this Trait requires an action. If a Trait does not have this icon, it is considered to be a passive skill that is active at all times or when the specific trigger is true, and at no cost.
Recruit a Party
Use the following rules for 2-4 player games.
- Deal Pirates: shuffle the Pirate deck (excluding Roger and Ember) and deal each player the same number of cards. Leftover cards (if any) are returned to the box without revealing.
- Choose Pirates: each player looks at their cards and chooses one. Then they pass the remaining cards to the player to their right. Keep going until all players have chosen 3 Pirate cards. Put the cards that were not chosen by any player back in the box.
- Destiny Points: all players add up the cost shown on their Pirate cards. For every 2 points below 90, the player gains 1 Destiny Point (up to a maximum of 3). These Destiny Points are common to the whole Party.
Setup
When all Parties are created, the player whose Party is the least valuable (i.e., costs fewest points) chooses a scenario to play. Lay out the components, Tiles and necessary Enemies as indicated in the Scenario description.
Now, starting with the least valuable Party and going up, each player places their Pirates in any of the deployment areas.
Rules
The PvP mode follows the same rules as the Adventure Phase of the regular game, with the following exceptions:
1. Pirates
Pirates basically function as Allies. They may each take two actions per turn (same or different).
Turn order is established starting with the Pirate with the highest Initiative and going down, regardless of the player that controls them. In case of a tie, the player with the least valuable Party wins.
Pirates may take the following actions:
- Move: move as many spaces as you want up to the Pirate's Movement value.
- Attack: perform a melee or ranged attack.
- Jump/climb: as explained in the Adventure Phase rules.
- Break Away: disengage from an Enemy that the Pirate is adjacent to.
- Pick Up/Use/Drop/Exchange: interact with items and other Pirates.
- Insult: gain dice for defending.
- Push: push away Enemies or another player's Pirates. If the action is successful, you can move the target to an available adjacent space of your choice.
The rest of the cases described in the Adventure Phase rules also apply.
At any time, players may spend their Destiny Points on any of their Pirates to have them discard 1 Trait icon, take an additional action, or add +1 to all dice results (after the roll).
2. Enemies
Once all Pirates have finished taking actions, it is the Enemies' turn. Each scenario contains Enemies that act according to the behavior shown on their cards.
Whenever an Enemy has two or more Pirates as potential targets, use the Initiative value: Enemies target the Pirate with the lowest Initiative. In case of a tie, they attack the most valuable Pirate. If there is still a tie, they target the most valuable Party.
Unlike the regular rules, Enemies do not drop Fallen Enemy tokens when defeated (except the Skeleton due to their Special Ability to resurrect). Any Pirate may spend 1 Action to remove the Fallen Enemy token dropped by a Skeleton.
Special Rules for Pirate Pairs
Some Pirates, like Anne or Jolly, add a secondary Character to the Party when they are chosen.
- When Anne is selected, her loyal dog, Ember, is added to the Party for free. He does not count towards the limit of three Pirates per Party. When controlling both Characters, the player still has 2 actions and must choose who to activate with each. If Ember is defeated, Anne continues playing as normal. However, if Anne is defeated, remove Ember from the board as well.
- Jolly also adds her brother Roger to the Party at no cost. He does not count towards the limit of three Pirates per Party.
The twins have a total of 3 actions they can split between them. However, the maximum number of actions a twin can take is still two.
Scenarios
Some Scenarios include special rules that are applied throughout the course of the game or in order to finish it successfully.
General Scenario Rules
- Each time a Pirate defeats another Pirate, they gain 1 Destiny Point.
- Scenarios last a specific number of Rounds. Use the Adventure board to track the number of Rounds played/left. When a full Round is played, move the Pirate Flag one space back.
- If the Pirate Flag reaches space '0' and no player has achieved the Scenario goal, the game is over.
Players now calculate their score. Points are obtained by defeating Enemies and other Pirates, as well as achieving goals. The player with the most points wins.
- Defeated Enemies are worth 1 point each.
- Defeated Pirates are worth 3 points each.
The point value of each Goal is indicated in the Scenario rules.
Scenario I: Raid the Governor
8 Rounds
Setup
- Place Tiles v1 to v4 and all the Enemies as indicated in the picture.
- Place a Goal token on the space indicated in the picture.
- Deployment areas are marked in green. With two players, Pirates can only be deployed in areas labeled 1 and 2. For 3-player games, use area 3 as well. For 4-player games, use all 4 deployment areas.
- For games of 3 or more players, place 1 Bounty Hunter on each space marked with a red X.
- For 4-player games, use the Enemy attributes for 4-5 Characters.
Goal
The first Pirate to take the Goal token and exit through their own deployment area wins.
Rules
- To take the Goal token, a Pirate must be on the same space and spend 1 Action.
- If a Pirate that is carrying the Goal is defeated, the token is dropped on their current space.
- At the end of the game, the Goal token is worth 10 points.
Scenario II: Blackbeard's Legacy
7 Rounds
Setup
- Place Tiles i2, i4, i5, i11, i12, i13, i14, i16, s3, c1 and c6 and all the Enemies as indicated in the picture.
- Deployment areas are marked in green. With two players, Pirates can only be deployed on areas labelled 1 and 2. For 3-player games, use area 3 as well. For 4-player games, use all 4 deployment areas.
- Place a Goal token on each deployment area.
- For games of 3 or more players, place 1 Darkclaw on each red X and 1 Longshade on the green X.
- For 4-player games, use the Enemy attributes for 4-5 Characters.
Goal
Pirates must gather all the Goal tokens and place them in their own deployment area. The player who gets the most Goal tokens wins.
Rules
- If a Pirate that is carrying a Goal is defeated, the token is dropped on their current space.
- Each Pirate can carry up to 2 Goal tokens.
- At the end of the game, each Goal token is worth 5 points.
Scenario III: Settling the Score
7 Rounds
Setup
- Place Tiles v2, i7, s2, s3, s4, t1 and t2 as indicated in the picture.
- Deployment areas are marked in green. With 2 players, Pirates can only be deployed in areas labeled 1 and 2. For 3-player games, use area 3 as well. For 4-player games, use all 4 deployment areas.
- For games of 3 or more players, place 1 Bounty Hunter on each red X.
- For 4-player games, use the Enemy attributes for 4-5 Characters.
- Each Party receives 2 Destiny Points and places them next to their Character cards.
Goal
Each Party must eliminate all other Parties and Enemies. The last player to have non-defeated Pirates wins.
Rules
- Each time a Pirate is defeated, the controlling player may give one of their Destiny Points to the opponent that dealt the killing blow to place their Pirate back in their deployment area. If defeated by an Enemy, that Destiny Point is instead discarded.
- Enemies on Tiles i7 and s3 do not activate until the first "Attack" action is taken on Tile v2.
- At the end of the game, each Destiny Point is worth 1 point (yours or otherwise).
Chapter III: Guide of new Tiles
In the new Adventures of Legends of the Caribbean, players will find new Tiles that will be explained below. If they wish, players are free to include them in any other Adventure. Just remember to take out the Tile Tokens that correspond with Tiles that include Goals or Narrative Moments, and exchange them with the TT that you want.
Rules
Suspension Bridge (g1): A Character that starts their movement in a space on this Tile has three options:
- If the Character spends 2 Action Points per space moved, they move normally.
- If the Character spends 1 Action Point per space moved, they must make a single Strength 2 roll at the beginning of the movement. If they fail, they fall into the abyss and are Knocked Out.
- If the Character is Running, they must make a single Strength 4 roll at the beginning of the movement. If they fail, they fall into the abyss and are Knocked Out.
Quicksand (g2): A Character that moves into or ends movement on this Tile must make a Strength roll against a [red swirl icon] roll. If they fail, they get Stunned. At the beginning of their turn, a Stunned Character on this Tile must make the same roll. If they fail, they get Stunned.
Fog (g3): Characters cannot take "Search" or "Run" actions on this Tile. Also, they cannot make Ranged attacks from within, or towards an Enemy inside this Tile.
The first time a Character enters this Tile, place a Fallen Enemy token on each exit space except the space the Character moved from. Do not remove these tokens until they are revealed. When a Character is adjacent to one of them, reveal it and check the result:
- If the token is empty or shows a Search card, nothing happens. Discard the token.
- If the token shows 1, 2 or 3 [gold coin icon], place a Lost Enemy on that space (check the Adventure rules). Finally, discard the token.
Geyser (g4): During the Incident Round, if there is a Character or Enemy on this Tile, roll 1d6:
- 1: All geysers activate.
- 2: Geyser 2 activates.
- 3: Geyser 3 activates.
- 4: Geyser 4 activates.
- 5-6: Nothing happens.
When a geyser activates, all Enemies and/or Characters adjacent to it get 1 [gold coin icon].
Lava (g5): Characters may try to "Jump" from a dirt space to another dirt space. This Jump follows the same rules as Jumping between village roofs, that is, the Character must make a Strength 2 roll and each success allows them to move 1 space. If there are not enough successes to reach the target space, the Character falls into the lava and is immediately Knocked Out (place them back on the initial space).
Fight Pit (g6): When a Character enters this Tile, they must make a successful Strength 4 roll or get 1 [red icon]. Once inside the pit, Characters cannot leave this Tile if there are Enemies still on it. Line of Sight is blocked from this Tile outwards. From other Tiles, LoS can only be drawn from spaces adjacent to the exit spaces of this Tile.
To leave the pit, Characters must either:
- Make a Strength 4 roll from an exit space to "Jump" out. If they fail, the Character gets 1 [red icon]. If successful, their turn resumes normally on the Tile next to this one.
- Start their turn on an exit space and forfeit the entire turn to climb out. The next turn, place the Character on the Tile next to this one, and continue playing normally.
- Use a Gear card that automatically grants a successful Jump (Rope, Grappling Hook).
Swamp (p1 to p6): On swampy areas, Characters may Jump similarly to what is described for the Lava Tile (g5). However, if they fail, the Character is simply placed on the swamp space and all their firearms are unloaded. Swamp spaces function like regular water spaces (2 Action Points per space, and [gold ring icon] from a swamp space). Characters may choose to walk across swamps instead of jumping.
Great Temple (t7): When this Tile enters play, place Trap and Wall tokens on it as indicated in the Adventure rules.
-
Moving Walls: During the Incident Round, roll 1d6: on a result of 1-4, the wall that matches the result rotates 90° clockwise. Walls disappear under the floor and come out again so they don't really rotate (Enemies/Characters are not pushed off). Also, a Character adjacent to a moving wall may spend 2 Action Points and make a [blue icon] 4 roll to force the wall to move. If successful, the wall "rotates" 90° clockwise.
-
Rolling Boulder: If the players roll a 5 or 6 during the Incident Round, place the Boulder on the appropriate space. If it is already in play, it activates twice. Once the Rolling Boulder is in play, it moves 1d6 spaces after the Incident Round roll. The boulder crushes everything it passes through. If a Character or Enemy is rolled over, they get 8 [red icon]. If a Character is Knocked Out, they cannot be Revived until the Boulder rolls beyond the space where the Character is. An Enemy defeated in this way drops a Fallen Enemy token as normal. If the Boulder hits a moving wall, discard the Boulder token. If the Boulder reaches a corner of the Tile, it continues to roll in the direction indicated by the arrow (90° to the right along the same path).
-
Traps: The spaces marked with stone idol faces contain traps. When the Great Temple enters play, place a Trap token on each of these spaces. If a Character moves through a space with a Trap token, they must make a successful [eye icon] 5 roll. Otherwise, the trap is activated. It affects all Characters that are on the trap spaces. Enemies ignore the effects of traps. When a trap activates, flip its token to reveal the effect:
- Poisoned Darts: the Character is Poisoned.
- Pendulum Blades: the Character must make a successful Strength roll or get 2 [red icon].
- Pit of Scorpions: the Character falls into a pit - they get 1 [red icon] and are Poisoned. They must Climb out of this space.
- Wall Spikes: the Character must make a successful Strength 4 roll or receive a Permanent Wound.
Mountain (m1 to m3, and g7): Mountain slopes are marked with lines with a triangle that points towards either side. Moving along the direction indicated by the triangle costs 1 Action Point (downhill). However, moving the opposite way costs 2 Action Points (uphill).
River / Waterfall / Abundant River (g7): This Tile has 3 types of special spaces:
- Mountain slopes as described above.
- Rapids: These are water spaces with a strong current. When moving from one of them, a Character must spend 2 Action Points, and make a [red icon] 4 roll. If successful, movement continues normally. If they fail, the Character is placed on the adjacent space indicated by the direction of the current.
- Piranha schools: When a Character moves from a piranha space, they immediately get 1 [red icon].
Fort: Depending on the Chapter, this Tile may contain many different mechanisms and rules. Find the specific options in the Adventure rules.
Movement and Effects
Empty spaces: Surrounded by thin black lines. Spend 1 Action Point per space to move from one to another.
Impassable edges: Space edges that are not marked with any kind of line (or a thick black line) cannot be passed over.
Water spaces: Surrounded by blue lines. Spend 2 Action Points to move from a water space to any other kind of space. Going from a dirt space to a water space costs 1 Action Point.
Diagram key: green arrows 1 Action Point, blue arrows 2 Action Points.
Mountain spaces (slopes): Surrounded by lines with a triangle that indicates the slope direction. Moving along the direction indicated by the triangle costs 1 Action Point (downhill); moving in the opposite direction costs 2 Action Points (uphill).
Diagram key: green arrows 1 Action Point, blue arrows 2 Action Points.
Chasm spaces: All Chasms are associated to a difficulty roll. To cross over them, Characters must take a "Jump" action and make a Strength roll with the specified difficulty. If successful, the Character can be placed on any space on the other side of the chasm. Otherwise, they fall and are Knocked Out (place them back on the initial space).
Diagram key: yellow arrows indicate the Jump action.
Roof spaces: Characters must take a "Climb" action to enter a roof space. The whole roof is considered to be a single space. To climb down a roof, Characters must take a "Climb" action. Characters may Jump from roof to roof. To do so, they must take a "Jump" action: each success allows them to move one space "through the air". If there are enough successes to land on the other roof, the Character is placed there. However, if the jump is unsuccessful, the Character is Stunned, gets 1 [red icon] and is placed on a space adjacent to where they jumped from.
Elevated spaces: They are identical to roof spaces, except each elevated space is considered an individual space, and not one single area made up of elevated spaces. Also, Characters cannot Jump from elevated spaces to other elevated spaces.
Diagram key: blue arrows "Climb" action; yellow arrows "Jump" action; green arrow normal movement.
Swamp spaces: When a Character enters a Swamp Tile, they move as if it were a Tile with water spaces. Also, they may Jump from the edge of a swamp to a dirt space. This Jump follows rules similar to the roof-to-roof Jumps. However, if the roll is not successful, the Character falls on a swamp space; instead of receiving damage and being Stunned, all their firearms are unloaded.
Diagram key: yellow arrows "Jump" action; green arrows normal movement.
Lava spaces: Identical to swamp spaces, except lava spaces cannot be entered. If the Character fails the Jump roll, they are Knocked Out and placed on the space where they jumped from.
Current spaces (water): When a Character moves from a current space, they must make a [red icon] 4 roll. If they fail, the Character only moves to the adjacent space indicated by the direction of the current. Also, remember that moving from a water space costs 2 Action Points.
Piranha spaces (water): When a Character moves from a piranha space, they immediately get 1 [red icon].
Chasm with vines: These spaces work like regular Chasm spaces. However, to cross over them, Characters may make a Strength roll instead of a [red icon] roll.
Some Chasm spaces show both Strength and [red icon] icons; in this case, the Character chooses which attribute they want to use.
Chapter IV: New Enemies and Characters
This expansion includes new Enemies for your Adventures. Ghosts, Mermaids, Giant Tarantulas... If you wish to become the most feared and respected pirate of all time, these and other Enemies with new abilities will raise the difficulty in the universe of Skull Tales.
Enemy Abilities
Spectral
Spectral Enemies have the following features:
- They are Unstoppable.
- They do not drop a Fallen Enemy token when defeated.
- They have 0 [red icon] and 0 Strength, so they always win confronted rolls involving those attributes.
- Their attack and defense values are equal to their [blue icon] attribute.
Frenzied (condition)
- A Frenzied Character will immediately try to attack an adjacent Ally/Pirate with [melee icon] (or Unarmed if they do not have any weapons).
- If there are no adjacent Characters, they will target the closest Character in LoS within their [melee icon] or [ranged icon] range.
- If they cannot perform an attack, they get 1 [wound icon] instead.
- If several Characters are Frenzied at the same time, the Captain decides the order in which these attacks are resolved.
Antagonist
- Enemies with this ability roll for Behavior even if they are adjacent to a Character.
- The attributes of Antagonist Enemies are not always conditioned by the number of Characters in play. Instead, the Adventure rules will tell players what set of attributes to use.
Large Miniatures
A large miniature occupies more than one space. They must follow the special rules below:
- Movement: Large Enemies may enter spaces smaller than themselves as long as a fourth of the miniature's base rests on an empty space. By constricting themselves in this way, they may even occupy obstacles.
- When they move, they must start from a normal space (not an obstacle or chasm) and then follow the regular movement rules.
- Large Enemies may move through Characters, but they cannot end their movement on top of them.
- Adjacency: Large Enemies only determine adjacency on spaces they occupy normally.
- Line of Sight: Large Enemies can only draw LoS from spaces they occupy normally, and vice versa.
- Immunities: Large Enemies cannot be Pushed or Knocked Down by any effect, unless otherwise stated.
Exchanging Enemies in Campaigns
Enemies, like Characters, have features that divide them into different groups depending on their nature or behavior. The first feature is related to their origin: Human, Supernatural, (Sea) Abomination or Creature. The second feature is related to the behavior they exhibit towards the Characters: Stalker, Criminal, Guardian, Harasser, Savage and Soldier.
Finally, Enemies also have an inherent Threat Value (TV) that determines how dangerous they are to the Characters. Check the chart below for more information.
To exchange Enemies in an Adventure, you must first check their features (in this order): Nature, then Behavior, then TV.
If you exchange an Enemy with another whose features and TV are the same, the Adventure will be balanced but still different. However, if the TV is higher, the adventure will be more difficult. On the other hand, if the TV is lower, the players will have an easier time.
If the Behavior is different, then the Enemy might not be ideal and may have a hard time navigating the environment of the Adventure. If the Nature is different, the Enemy will most likely clash with the storyline of the Adventure, which some players may find off-putting. Because of all this, always try to exchange Enemies following the order explained before.
You may only exchange the Enemies indicated in the Enemy Chart of the adventure. The Enemies that appear due to special situations (generated on Goal tiles or from Narrative Moments) cannot be exchanged or modified in any way.
Enemy Exchange Chart
| Enemy | Nature | Behavior | Threat Value |
|---|---|---|---|
| Redcoat | Human | Soldier | 1 |
| Officer | Human | Soldier | 2 |
| Cannibal | Human | Savage | 2 |
| Bounty Hunter | Human | Criminal, Soldier | 2 |
| Buccaneer | Human | Criminal | 2 |
| Amazon | Human | Savage | 3 |
| Skeleton |
New Character Traits
Swimmer (Rowdy)
Coins: 70 / 85 / 105 | Fame: 50 / 60 / 75
You may move through water spaces as if they were normal spaces (do not spend an extra 1 [gold ring icon] to get out of them).
Might Tattoo (Mystic)
Coins: 130 | Fame: 70
Add +1 to your [red icon] attribute.
Alchemy (Mystic)
- Prerequisite: listed on your Character card.
You have 4 Alchemy cards. These cards follow the same Recharge rules as Spells.
Special Characters
The Noble Rebel
Thanks to the Kickstarter campaign, our backers an exclusive Character, the Noble Rebel and her loyal War Dog, "Ember."
Even though "Ember" is a Gear card for all game purposes, it functions as an Ally, with the exception that it has no [gold ring icon] and cannot take "Search" actions. "Ember" always gets an automatic success when they roll to avoid traps ([eye icon] rolls).
If the Noble Rebel is Knocked Out, the player may continue playing with "Ember."
The Twins
A set of two Characters that can be acquired through a Character pack. These Characters were designed to be played by the youngest players and have different ways to be included in your campaign.
- You can play using one of the Twins as a Pirate and the other as an Ally.
- Or you can use each Twin separately as Pirates. They start the game with the Gear card "Medallion," which allows them to be Revived automatically at the beginning of their following turn after being Knocked Out.
If you decide to increase the difficulty a bit, you may consider it a one-time effect, or you may even decide to not include the Medallions in your campaign at all.
The Devil's Cauldron
Second Campaign
Chapter I: Among the Flames
Setup
- Place Tiles i7, v1, v2, v3 and v4 in the middle of the table as indicated (starting tiles). Place Characters inside the boat on Tile i7.
- Place 6 Cave Tile Tokens randomly on the indicated rooms of the starting Tiles. When a Character opens a door with a TT, do not roll and check the Enemy Chart. Instead, reveal the token and check the Narrative Chart.
- Place Island Tile Tokens i1 to i15 on the spaces of the Adventure board indicated in the picture.
- During this Adventure ignore the usual rules related to the Pirate Flag token. Instead, at the beginning of each Incident Round, roll 1d6. On a result of 1 or 2, advance the [flame icon] one space. As the Characters achieve certain Goals, the necessary die result will change, as indicated in the Fire Chart.
- Also, if a Character fails when taking a "Search" action, automatically advance the [flame icon] one space.
- When the [flame icon] reaches a space with a TT, reveal and place it on the room marked with the same number in the starting tiles picture. This room is now on fire (see Fire Rules).
Goal
Find three archives with the information to locate the treasure of El Dorado and return to the boat.
Adventure Summary
- Tiles: Village (20).
- Enemies: Redcoat, Officer, Bounty Hunter.
- Lost Enemy: Bounty Hunter.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Item | 10 Fame |
| Goal 2 | Item | 10 Fame |
| Goal 3 | Item | 10 Fame |
| Goal 4 | Item | 5 Fame + 30 Coins |
Fire Rules
- Miniatures that are in a room on fire at the beginning of their turn, or that enter or pass through a room on fire during their turn, must make a successful [red icon] 4 roll or get 1 [wound icon].
- Enemies in rooms on fire do not roll for Behavior. Instead, they will try to flee the room. They must [movement icon] x2 towards the closest exit, and stop when they reach an empty space in a room that is NOT on fire.
- If an Enemy in a room on fire is adjacent to a Character, they must attack first (if able) and then move as described before.
- Enemies will not follow Characters inside rooms on fire. Instead, they will remain on the safe spaces closest to the room and will make [ranged icon] attacks (if possible).
Enemy Chart (Difficulty 1)
| Roll | Enemies |
|---|---|
| 6 | 1 Redcoat and 1 Officer |
| 5-4 | 2 Redcoats |
| 3-1 | 1 Redcoat |
Fire Chart
| Goals achieved | Roll |
|---|---|
| 1 | (1-3) Advance [flame icon] one space |
| 2 | (1-4) Advance [flame icon] one space |
| 3 | (1-5) Advance [flame icon] one space |
Narrative Chart
| Trigger | Code |
|---|---|
| When Tile Token c1 is revealed | 2361 |
| When Tile Token c2 is revealed | 2334 |
| When Tile Token c3 is revealed | 2412 |
| When Tile Token c4 is revealed | 1913 |
| When Tile Token c5 is revealed | 1646 |
| When Tile Token c6 is revealed | 2040 |
| If the Characters advance to the next Chapter | 1219 |
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 10 Fame + 10 Coins |
| Characters that have not completed the Adventure successfully (but the others have) | 5 Fame + 5 Coins |
| The players failed the Adventure but achieved Goals 1, 2 and 3 | Advance to the next Chapter |
| The players failed the Adventure and did not achieve Goals 1, 2 and 3 | Repeat the Adventure, but cannot gain these rewards |
Chapter II: Devil's Island
Voyage
You have deciphered the Royal Navy files, but only partially. There are three possible destinations that match your information. However, you will be able to solve the mystery only if you get near their shores. R, B, W (only use v1 to v3).
Adventure Summary
- Tiles: Island (18).
- Enemies: Skeleton, Mummy, Longshade, Bootbiter, Darkclaw.
- Lost Enemy: Skeleton.
Goal
Find the Devil's Cauldron and return to the boat.
Secondary Goal
An island shrouded in the mists of legend, possibly filled with treasures.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Item | 10 Fame |
| Goal 2 | Item | 5 Fame + 50 Coins |
| Goal 3 | Item | 5 Fame + 30 Coins |
| Goal 4 | Item | 10 Fame |
| Goal 5 | Item | 10 Fame + 50 Coins |
Setup
- Place Tiles i6 and i7 in the middle of the table as indicated (starting tiles). Place Characters inside the boat on Tile i7.
- Take Tile Tokens i1 to i9, but leave TT i6 and i7 aside for now.
- Randomly pick 4 of these and then take 2 random TT (g1 to g4) and shuffle them to form a facedown pile.
- Take the remaining Island TT and shuffle them with the other two TT (g1 to g4). Place these tokens on top of the pile.
- Players will draw TT from this pile when they Explore new areas.
- Place a No Exit token on spaces 6 and 12 of the Adventure board. When the Pirate Flag reaches one of these spaces, increase difficulty by 1.
Narrative Chart
| Trigger | Code |
|---|---|
| When Tile i2 is explored | 2418 |
| When Tile i3 is explored | 2246 |
| When Tile i4 is explored | 1705 |
| When Tile i5 is explored | 1881 |
| When Tile i8 is explored | 2492 |
| If the Characters advance to the next Chapter | 2471 |
Enemy Chart
| Roll | Difficulty 1 | Difficulty 2 | Difficulty 3 |
|---|---|---|---|
| 6-5 | 1 Longshade | 1 Bootbiter | 1 Darkclaw |
| 4-3 | 2 Skeletons | 1 Longshade | 1 Bootbiter and 1 Skeleton |
| 2-1 | 1 Skeleton | 2 Skeletons | 1 Longshade and 1 Skeleton |
Tiles
Transcriber's note: the printed page shows the starting tiles (i7 and i6) and tiles i2, i3, i4, i5 and i8 as pictures only, with Enemy miniatures and markers placed on them; the placement is not described in text and is not reproduced here. Use the printed page for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 10 Fame + 10 Coins |
| Characters that have not completed the Adventure successfully (but the others have) | 5 Fame + 5 Coins |
| The players failed the Adventure but achieved Goal 1 | Advance to the next Chapter |
| The players failed the Adventure | Repeat the Adventure, but cannot gain these rewards |
Chapter III: The Temple of Horror
Voyage
The Captain places the v1 token in one of the following islands: M, A or T.
Adventure Summary
- Tiles: Island and Temple (18).
- Enemies: Cursed One, Bounty Hunter, Mummy, Longshade, Bootbiter, Cannibal.
- Lost Enemy: Cursed One.
Goal
Defeat all Bounty Hunters, recover the Devil's Cauldron and flee the island.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Achievement | 5 Fame |
| Goal 2 | Achievement | 5 Fame |
| Goal 3 | Achievement | 5 Fame |
| Goal 4 | Item | 10 Fame |
Setup
- Place Tile i7 in the middle of the table (starting tile). Place Characters inside the boat.
- Take 4 random Tile Tokens (from i1, i3, i4, i5, i6 and i8), then add TT i2 and shuffle them to form a facedown supply.
- Take Tile Tokens c1 to c5 and shuffle them to form a second facedown supply. Whenever a Character Explores a new Island Tile, they must draw a token from this pile and check the Narrative Chart. Do not add the corresponding Tile to the board.
Narrative Chart
| Trigger | Code |
|---|---|
| When Tile Token c1 is revealed | 1863 |
| When Tile Token c2 is revealed | 2561 |
| When Tile Token c3 is revealed | 2496 |
| When Tile Token c4 is revealed | 1404 |
| When Tile Token c5 is revealed | 1482 |
| When Tile i2 is explored (see picture below) | 1323 |
| When attempting to open Door A | 2944 |
| When a Character enters Tile t1 for the first time | 2967 |
| When attempting to open Door B | 1581 |
| If the Characters advance to the next Chapter | 2063 |
Enemy Chart
| Roll | Temple | Island |
|---|---|---|
| 6 | 2 Cursed Ones | 2 Cursed Ones |
| 5-4 | 1 Cannibal and 1 Cursed One | 3 Cannibals |
| 3-1 | 2 Cannibals | 2 Cannibals |
Tiles
Transcriber's note: the printed page shows the starting tile (i7), Tile i2 and the temple tiles t1 to t6 as pictures only, with Door A and Door B markers and Enemy miniatures placed on them; the placement is not described in text and is not reproduced here. Use the printed page for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 10 Fame + 10 Coins |
| Characters that have not completed the Adventure successfully (but the others have) | 5 Fame + 5 Coins |
| The players failed the Adventure but reached Tile t2 | Advance to the next Chapter |
| The players failed the Adventure | Repeat the Adventure, but cannot gain these rewards |
Chapter IV: Sheep's Clothing
Voyage
From [D] to [N]. Place a Cutter on Island A. English spies keep tracking our every move. Make sure nobody follows you and defeat the Cutter.
Adventure Summary
- Tiles: City, Cave and Special (18).
- Enemies: Cursed One, Bounty Hunter, Mummy, Officer, Redcoat, Skeleton.
- Lost Enemy: Skeleton.
Goal
Make the exchange and return to the ship.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Item | 5 Fame |
| Goal 2 | Achievement | 5 Fame |
| Goal 3 | Achievement | 10 Fame |
| Goal 4 | Item | 5 Fame + 30 Coins |
Setup
- Place Tiles v1 and v4 in the middle of the table as indicated (starting tiles). All exit spaces on these Tiles are considered to be blocked. Place Characters in the green area.
- Take Tile Tokens t1 to t4 and place them randomly on the indicated areas of the starting Tiles, facedown.
- Take Tile Tokens s1, s3, s4, and c2 to c6. Shuffle them well to form a facedown supply.
- A Character that takes a successful "Search" action may flip a TT that is in the same room.
- When the Adventure Phase starts, players must read Narrative Moment 1595.
Narrative Chart
| Trigger | Code |
|---|---|
| At the beginning of the Adventure Phase | 1595 |
| When a Character enters room B | 1959 |
| When a Character enters room C | 2644 |
| When Tile Token t1 is revealed | 2661 |
| When Tile Token t2 is revealed | 2722 |
| When Tile Token t3 is revealed | 1426 |
| When Tile Token t4 is revealed | 1935 |
| When Tile s1 is explored | 2917 |
| When Tile s3 is explored | 2879 |
| When Tile s4 is explored | 1556 |
| When a Character encounters a Bounty Hunter for the first time | 1988 |
Enemy Chart
| Roll | City Indoors | Cave |
|---|---|---|
| 6 | 2 Redcoats and 1 Officer | 2 Cursed Ones |
| 5-4 | 1 Officer and 1 Redcoat | 1 Skeleton and 1 Cursed One |
| 3-1 | 2 Redcoats | 2 Skeletons |
Tiles
Transcriber's note: the printed page shows the starting tiles (v1 and v4) and tiles s1, s3, s4 and c1 as pictures only, with room markers (A, B, C), Door markers and Enemy miniatures placed on them; the placement is not described in text and is not reproduced here. Use the printed page for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 10 Fame + 10 Coins |
| Characters that have not completed the Adventure successfully (but the others have) | 5 Fame + 5 Coins |
| The players failed the Adventure but achieved Goal 3 | Advance to the next Chapter |
| The players failed the Adventure | Repeat the Adventure, but cannot gain these rewards |
Chapter V: Hell's Pit
Voyage
Any of the One-Eyed Man archipelago's islands could house the pit, but we have an old buccaneer with us. He will help us find it if we get close enough.
Voyage tokens shown on the page: N, A, K, M.
Adventure Summary
- Tiles: Cave and Temple (20).
- Enemies: Skeleton, Cursed One, Longshade, Bootbiter, Darkclaw.
- Lost Enemy: Mummy.
Goal
Find the Bridge of Whispers, open the room to Hell's Pit and throw the Cauldron into it.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Item | 5 Fame |
| Goal 2 | Item | 5 Fame |
| Goal 3 | Item | 5 Fame |
| Goal 4 | Achievement | 5 Fame |
| Goal 5 | Achievement | 10 Fame |
Enemy Chart
| Roll | Difficulty 1 | Difficulty 2 | Difficulty 3 |
|---|---|---|---|
| 6 | 2 Skeletons and 1 Cursed One | 2 Longshades | 1 Darkclaw |
| 5 | 2 Cursed Ones | 1 Bootbiter and 1 Longshade | 2 Bootbiters |
| 4-3 | 1 Cursed One and 1 Skeleton | 2 Skeletons and 1 Bootbiter | 2 Longshades |
| 2-1 | 2 Skeletons | 2 Skeletons and 1 Longshade | 1 Longshade and 1 Bootbiter |
Setup
- Place Tiles i7 and c6 in the middle of the table as indicated (starting tiles). Place Characters inside the boat on Tile i7.
- Take Tile Tokens c1 to c5 and shuffle them well to form a facedown supply. Use it when Exploring Cave tiles.
- Take Tile Tokens t2 to t6 and shuffle them to form a second facedown supply. Use it when Exploring Temple tiles.
- Set TT g1 aside for now. Do not shuffle them into any supply until otherwise noted.
- The Captain starts the adventure with Goal 5, the Devil's Cauldron.
Narrative Chart
| Trigger | Code |
|---|---|
| At the beginning of the Adventure Phase | 1303 |
| When Tile c3 is explored | 2740 |
| When Tile c4 is explored | 1924 |
| When Tile c5 is explored | 1751 |
| When Tile g1 is explored | 1770 |
| When Tile t3 is explored | 2461 |
| When Tile t6 is explored | 1192 |
| If the Characters complete the Adventure successfully | 1648 |
Cauldron Spirit's Influence
| Roll | Effect |
|---|---|
| 6 | Target and attack another Character on your Tile (your choice). |
| 5 | Double your [gold icon]. In case of an Ally, take an extra action. At the end of your turn, get 1 [red icon]. |
| 4 | Add -1 to all your attributes this turn. |
| 3 | During this turn, you can only take the following actions: Move, Jump, Push and Break Away. |
| 2 | You cannot move. |
| 1 | If you have the Devil's Cauldron, drop it on an adjacent space (1 [gold icon]). You cannot pick it up until another Character drops it again. If you do not have the Cauldron, add -1 to all your rolls during this turn. |
Tiles
Transcriber's note: the printed pages 25 and 26 show the starting tiles (i7 and c6) and tiles g1, t1, c3, t3, c4, t6 and c5 as pictures only, with Enemy miniatures and markers placed on them; the placement is not described in text and is not reproduced here. Use the printed pages for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 10 Fame + 10 Coins |
| Characters that have not completed the Adventure successfully (but the others have) | 5 Fame + 5 Coins |
| The players failed the Adventure | Repeat the Adventure, but cannot gain these rewards |
Tlanchana's Anger
Third Campaign
The campaign's narrative introduction is story text and is not transcribed.
Chapter I: Tidal Wave
Voyage
According to Tortuga's dock registry, the "Limp Seagull" is scheduled to dock at four ports along its voyage.
Voyage tokens shown on the page: B, J, K, S.
Adventure Summary
- Tiles: Swamp (16).
- Enemies: Mermaid, Drowned One.
- Lost Enemy: Mermaid.
Goal
Find Lieutenant Stewart and bring him to the boat.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Achievement | 10 Fame |
| Goal 2 | NPC | 10 Fame |
Setup
- Place Tile i7 in the middle of the table as indicated (starting tile). Place Characters inside the boat.
- Set Tile Token p2 aside for now.
- Take TT p1 to p6 (except p2) and shuffle them well to form a facedown supply. Every time a new TT is drawn, set it aside face down and form a new supply.
Narrative Chart
| Trigger | Code |
|---|---|
| When the first Tile is explored | 1997 |
| When Tile p5 is explored | 2997 |
| If the Swamp TT supply runs out | 1866 |
| When Tile p2 is explored | 1474 |
| If the Characters advance to the next Chapter | 1507 |
Enemy Chart
| Roll | Difficulty 1 | Difficulty 2 | Difficulty 3 (roll 1d6 during the Incident Round) |
|---|---|---|---|
| 6 | 2 Mermaids | 1 Drowned One and 2 Mermaids | Nothing happens |
| 5-3 | 2 Drowned Ones | 2 Drowned Ones and 1 Mermaid | Nothing happens |
| 2-1 | 1 Mermaid | 2 Mermaids | Advance the Pirate Flag one space and place 1 Mermaid and 1 Drowned One on a random tile (1-6) |
Tiles
Transcriber's note: the printed page shows the starting tile (i7) and tiles p5 and p2 as pictures only, with Enemy and marker placement; the placement is not described in text and is not reproduced here. Use the printed page for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 10 Fame + 10 Coins |
| Characters that have not completed the Adventure successfully (but the others have) | 5 Fame + 5 Coins |
| The players liberated Lt. Stewart but did not leave the island | Advance to the next Chapter |
| The players failed to liberate Lt. Stewart | Repeat the Adventure |
Chapter II: A Coward's Words
Voyage
Thanks to Lt. Stewart's information, we have pinpointed four islands that used to serve as hideouts for Captain Philips.
Voyage tokens shown on the page: B, J, K, S.
Adventure Summary
- Tiles: Special (16).
- Enemies: Redcoat, Officer, Bounty Hunter, Drowned One.
- Lost Enemy: Drowned One.
Goal
Find and capture Captain Philips.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Item | 10 Fame + 30 Coins |
| Goal 2 | Item (Kidnapped NPC) | 10 Fame |
Setup
- Place all Characters inside the boat on Tile i7 (starting tile).
- Take Tile Tokens g1 to g6 and shuffle them well to form a facedown supply.
- Set TT i4 aside for now.
Narrative Chart
| Trigger | Code |
|---|---|
| When Tile g6 is explored | 1675 |
| If the Tile Token supply runs out | 1505 |
| When Tile i4 is explored | 2081 |
| When the first attack with a firearm is made | 2278 |
| If the Characters advance to the next Chapter | 1206 |
Enemy Chart
| Roll | Difficulty 1 | Difficulty 2 | Difficulty 3 (roll 1d6 during the Incident Round) |
|---|---|---|---|
| 6 | 1 Bounty Hunter and 2 Redcoats | 1 Bounty Hunter and 3 Redcoats | Nothing happens |
| 5-4 | 1 Bounty Hunter and 1 Redcoat | 1 Bounty Hunter and 2 Redcoats | Nothing happens |
| 3-1 | 2 Redcoats | 1 Bounty Hunter and 1 Redcoat | Advance the Pirate Flag one space and place 2 Drowned Ones on a random Tile (1-6) |
Tiles
Transcriber's note: the printed page shows the starting tile (i7) and tiles g6 and i4 as pictures only, with Enemy miniatures placed on them; the placement is not described in text and is not reproduced here. Use the printed page for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 10 Fame + 10 Coins |
| Characters that have not completed the Adventure successfully (but the others have) | 5 Fame + 5 Coins |
| The players found Captain Philips, but did not leave the island with him | Advance to the next Chapter |
| The players failed to find Captain Philips, or he died | Repeat the Adventure |
Chapter III: The Caves of Madness
Voyage
Find the Cutter (route N-S). If the Cutter is either sunk or fully boarded, read Narrative Moment 2179.
Adventure Summary
- Tiles: Cave and Swamp (18).
- Enemies: Redcoat, Mermaid, Bounty Hunter, Drowned One.
- Lost Enemy: Drowned One.
Goal
Find Acpaxapo and leave the island with her.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Item | 5 Fame |
| Goal 2 | Item | 5 Fame |
| Goal 3 | Item | 5 Fame |
| Goal 4 | Knocked-Out NPC | 10 Fame |
Setup
- Place Tiles i7 and p2 in the middle of the table as indicated (starting tiles). Place Characters inside the boat on Tile i7.
- Take Tile Tokens p1, p3 and p5 and shuffle them well to form a facedown supply (Swamp). Until otherwise noted, draw from this supply whenever a Character explores a new Tile.
- Take TT c1 to c6 and shuffle them to form a second facedown supply (Cave).
- When the Adventure Phase starts, players must read Narrative Moment 1783.
Narrative Chart
| Trigger | Code |
|---|---|
| If the Cutter is sunk or fully boarded | 2179 |
| At the beginning of the Adventure Phase | 1783 |
| When Tile p1 is explored | 1391 |
| When Tile p3 is explored | 1603 |
| When Tile p5 is explored | 2130 |
| When Tile c4 is explored | 1805 |
| When Searching successfully on Tile c3 | 1292 |
| If the Characters advance to the next Chapter | 1810 |
Enemy Chart
| Roll | Enemies |
|---|---|
| 6-5 | 1 Bounty Hunter and 3 Redcoats |
| 4-2 | 1 Bounty Hunter and 2 Redcoats |
| 1 | 2 Redcoats |
Tiles
Transcriber's note: the printed page shows the starting tiles (i7 and p2) and tiles p5, c1, p1, p3 and c4 as pictures only, with Enemy miniatures and markers placed on them; the placement is not described in text and is not reproduced here. Use the printed page for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 10 Fame + 10 Coins |
| Characters that have not completed the Adventure successfully (but the others have) | 5 Fame + 5 Coins |
| The players found Acpaxapo, but did not leave the island with her | Advance to the next Chapter |
| The players failed to find Acpaxapo | Repeat the Adventure |
Chapter IV: The Bowl of Acan
Voyage
The manuscript's indications lead to four islands where Acan's followers used to carry out rituals to the old deity. At the beginning of the Voyage Phase, place the Sea Serpent on the space of Island N.
Voyage tokens shown on the page: M, R, T, S.
Adventure Summary
- Tiles: Feat, Temple and Special (18).
- Enemies: Skeleton, Cursed One, Mummy.
- Lost Enemy: Cursed One.
Goal
Find the legendary Bowl of Acan and take it back to the boat.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Achievement | 5 Fame |
| Goal 2 | Item | 10 Fame |
| Goal 3 | Item | 10 Fame |
| Goal 4 | Item | 5 Fame + 30 Coins |
| Goal 5 | Achievement | 10 Fame |
Enemy Chart
| Roll | Enemies |
|---|---|
| 6 | 2 Cursed Ones |
| 5-3 | 3 Skeletons |
| 2-1 | 2 Skeletons |
Setup
- Place Tiles i7 and t3 in the middle of the table as indicated (starting tiles). Place Characters inside the boat on Tile i7.
- Take Tile Tokens g1, g5, g6, t1, t2, t4, t5 and t6, and shuffle well to form a facedown supply.
- When the Adventure Phase starts, players must read Narrative Moment 2204.
Narrative Chart
| Trigger | Code |
|---|---|
| At the beginning of the Adventure Phase | 2204 |
| When Tile t2 is explored | 1572 |
| When Tile t5 is explored | 2391 |
| When Tile g1 is explored | 1570 |
| When Tile g5 is explored | 1445 |
| When Tile g6 is explored | 1106 |
| When attempting to open Door A | 2686 |
| If the Characters advance to the next Chapter | 1847 |
Tiles
Transcriber's note: the printed page shows the starting tiles (i7 and t3) and tiles g1, g5 and g6 as pictures only, with Door A, Enemy miniatures and markers placed on them; the placement is not described in text and is not reproduced here. Use the printed page for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 20 Fame + 10 Coins |
| Characters that have not completed the Adventure successfully (but the others have) | 10 Fame + 5 Coins |
| The players found Acan's Bowl, but did not leave the island with it | Advance to the next Chapter |
| The players failed to find Acan's Bowl | Repeat the Adventure |
Chapter V: Farewell, my friends...
Voyage
Tlanchana is always on the move, harassing and destroying colonies regardless of their flags. We must hunt the sea serpent if we are to find Tlanchana. At the beginning of the Voyage Phase, place the Sea Serpent on the space of Island N. When this Enemy is defeated, read Narrative Moment 1693.
Adventure Summary
- Tiles: Swamp and Island (20).
- Enemies: Drowned One, Mermaid, Longshade, Bootbiter, Darkclaw.
- Lost Enemy: Mermaid.
Goal
Defeat Tlanchana.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Achievement | 10 Fame |
| Goal 2 | Achievement | 10 Fame |
| Goal 3 | Achievement | 10 Fame |
| Goal 4 | Achievement | 10 Fame |
| Goal 5 | Achievement | 10 Fame |
Setup
- Place Tiles i7 and t3 in the middle of the table as indicated (starting tiles). Place Characters inside the boat on Tile i7.
- Set Tile Token p4 aside for now.
- Take TT i6 to i10 and p1 to p6 (except p4), then shuffle them well to form a facedown supply.
- Place a No Exit token on spaces 14 and 10 of the Adventure board. When the Pirate Flag reaches one of these spaces, increase difficulty by 1.
- When the Adventure Phase starts, if the players have written down "Acpaxapo was freed", read Narrative Moment 1280.
Narrative Chart
| Trigger | Code |
|---|---|
| When difficulty reaches 3 | 1182 |
| When Tile i8 is explored | 1694 |
| When Tile i9 is explored | 2153 |
| When Tile p2 is explored | 1065 |
| When Tile p4 is explored | 1815 |
| When Tile p6 is explored | 2093 |
| If the players defeat Tlanchana | 2532 |
Enemy Chart
| Roll | Difficulty 1 | Difficulty 2 | Difficulty 3 (roll 1d6 during the Incident Round; on a result of 1 or 2, advance the Pirate Flag one space) |
|---|---|---|---|
| 6 | 1 Longshade and 1 Bootbiter | 1 Mermaid, 1 Longshade and 1 Bootbiter | 1 Darkclaw and 2 Drowned Ones |
| 5-3 | 2 Mermaids | 1 Mermaid and 1 Longshade | 1 Mermaid and 2 Bootbiters |
| 2-1 | 2 Drowned Ones | 1 Mermaid and 2 Drowned Ones | 1 Mermaid and 2 Longshades |
Tiles
Transcriber's note: the printed page shows the starting tiles (i7 and i6) and tiles p2, i8, p4, i9 and p6 as pictures only, with Enemy miniatures and markers placed on them; the placement is not described in text and is not reproduced here. Use the printed page for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 20 Fame + 10 Coins |
| Characters that have not completed the Adventure successfully (but the others have) | 10 Fame + 5 Coins |
| The players failed to defeat Tlanchana | Repeat the Adventure |
Vane's Curse
Fourth Campaign
The campaign's narrative introduction is story text and is not transcribed.
Chapter I: Raid and Rescue
Voyage
Sightings of Black Sail ships coming in and out from different ports have led us to four possible islands where they might have taken their prisoners.
Voyage tokens shown on the page: N, L, P, S.
Adventure Summary
- Tiles: Village and Special (18).
- Enemies: Redcoat, Buccaneer, Bounty Hunter, Officer.
- Lost Enemy: Buccaneer.
Goal
Rescue the prisoners and take them back to the boat.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Achievement | 5 Fame |
| Goal 2 | Item | 5 Fame |
| Goal 3 | Achievement | 5 Fame |
| Goal 4 | NPC | 10 Fame |
| Goal 5 | NPC | 10 Fame |
Setup
- Place Tiles s1, s5, s7, v2 and v4 in the middle of the table as indicated (starting tiles). Place Characters inside the boat on Tile s5.
- Take Tile Tokens v2 and v4, along with 6 other random TT. Shuffle and place each of them face down on the Adventure Board, from space 17 to 10.
- When the Pirate Flag reaches a space with a TT, reveal it. If it is v2 or v4, read the corresponding Narrative Moment.
- At the beginning of each Incident Round, roll 1d6 and check the result on the Enemy Chart.
Narrative Chart
| Trigger | Code |
|---|---|
| When Tile Token v2 is revealed | 2001 |
| When Tile Token v4 is revealed | 1427 |
| When attempting to open Door A | 2404 |
| When attempting to open Door B | 2572 |
| When attempting to open Door C | 2868 |
| If all Characters are on the boat and the prisoners have been freed | 1764 |
Enemy Chart
| Roll | Effect |
|---|---|
| 6-5 | Nothing happens |
| 4 | Place a Bounty Hunter on Tile v2 and a Buccaneer on Tile v4 (rules for generating Enemies apply) |
| 3 | Place 1 Bounty Hunter on Tile v4 and 1 Buccaneer on Tile v2 (rules for generating Enemies apply) |
| 2-1 | Advance the Pirate Flag one space |
Tiles
Transcriber's note: the printed page shows the starting tiles (s1, s5, s7, v2 and v4) with Door A, B and C markers and Enemy markers placed on them, as a picture only. Use the printed page for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 15 Fame + 20 Coins |
| Characters that have not completed the Adventure successfully (but the others have) | 5 Fame + 20 Coins |
| The players liberated the prisoners, but none of them escaped | Advance to the next Chapter |
| The players failed to liberate the prisoners | Repeat the Adventure |
Chapter II: The Wailing Caverns
The chapter's narrative introduction is story text and is not transcribed.
Voyage
Johnny could not remember the exact location of the island where the Wailing Caverns are. You will have to scout the area.
Voyage tokens shown on the page: W, M, R, T.
Adventure Summary
- Tiles: Cave and Island (18).
- Enemies: Cannibal, Cursed One, Ghost.
- Lost Enemy: Ghost.
Goal
Find the treasure and escape.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Item | 5 Fame |
| Goal 2 | Item | 5 Fame |
| Goal 3 | Item | 5 Fame |
| Goal 4 | Item | 5 Fame + 10 Coins |
| Goal 5 | Item | 10 Fame + 30 Coins |
Setup
- Place Tiles i7 and i13 in the middle of the table as indicated (starting tiles). Place Characters inside the boat on Tile i7.
- Take Tile Tokens c1 to c6 and shuffle them to form a facedown supply (Cave). Take TT i11 to i16 and shuffle them to form a second facedown supply (Island).
- Whenever a Character explores a new Tile from an Island Tile, draw from the Cave supply. Whenever a Character explores a new Tile from a Cave Tile, draw from the Island supply.
- Form a new supply with the Cave TT that are revealed during the game. Use it when indicated.
Enemy Chart
| Roll | Island | Cave |
|---|---|---|
| 6-5 | 2 Cursed Ones | 2 Ghosts |
| 4-3 | 1 Cannibal and 1 Cursed One | 2 Cursed Ones |
| 2-1 | 2 Cannibals | 1 Ghost |
Narrative Chart
| Trigger | Code |
|---|---|
| When the first Cave Tile is explored | 2077 |
| When Searching successfully on Tile c1 | 2464 |
| When Searching successfully on Tile c2 | 1577 |
| When Searching successfully on Tile c3 | 1094 |
| When Searching successfully on Tile c4 | 1753 |
| If the Characters have achieved Goals 1, 2, 3 and 4, and they are all on the same Tile | 2640 |
| When the Characters achieve Goal 5 | 1926 |
| If all Characters are on the boat with Goal 5 | 1018 |
Tiles
Transcriber's note: the printed page shows the starting tiles (i7 and i13) and tiles c3, c4 and c1 as pictures only, with Enemy and marker placement; the placement is not described in text and is not reproduced here. Use the printed page for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 10 Fame + 20 Coins |
| Characters that have not completed the Adventure successfully (but the others have) | 5 Fame + 20 Coins |
| The players found the treasure but did not leave the island | Advance to the next Chapter |
| The players failed to find the treasure | Repeat the Adventure |
Chapter III: Immortal Secrets
The chapter's narrative introduction is story text and is not transcribed.
Voyage
Marie Laveau thinks the jade bones might be inside a temple on one of these islands. The Captain places v1 on one of the following islands: M, A or T.
Voyage tokens shown on the page: A, B, I, G.
Adventure Summary
- Tiles: Temple, Island and Crypt (20).
- Enemies: Buccaneer, Mummy, Ghost, Drowned One, Skeleton.
- Lost Enemy: Buccaneer.
Goal
Find the Jade Bones, defeat Vane and escape the temple.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Item | 10 Fame |
| Goal 2 | Achievement | 10 Fame |
| Goal 3 | Achievement | 10 Fame |
| Goal 4 | Item | 10 Fame |
Setup
- Place Tiles i7 and i16 in the middle of the table as indicated (starting tiles). Place Characters inside the boat on Tile i7.
- Take Tile Tokens i1 to i4 and shuffle them well to form a facedown supply (Island).
- Take TT t1 to t6 and shuffle them to form a second facedown supply (Temple). Do not use it until indicated.
Enemy Chart
| Roll | Island | Temple |
|---|---|---|
| 6 | 2 Buccaneers and 1 Ghost | 3 Skeletons |
| 5-4 | 1 Buccaneer and 1 Ghost | 2 Skeletons |
| 3-1 | 2 Buccaneers | 1 Skeleton |
Narrative Chart
| Trigger | Code |
|---|---|
| When the first Buccaneer is defeated | 2649 |
| When Searching successfully on Tile i1 | 2372 |
| When Searching successfully on Tile i2 | 1516 |
| When Searching successfully on Tile i4 | 1960 |
| When attempting to open Door A | 1553 |
| When attempting to open Door B | 2199 |
| If all Characters escape the Temple with Goals 3 and 4 | 1794 |
Tiles
Transcriber's note: the printed pages 45 and 46 show the starting tiles (i7 and i16) and tiles t1 to t6, i1, i4, t3, i2, s4 and t6 as pictures only, with Door A and B markers, Enemy miniatures and markers placed on them; the placement is not described in text and is not reproduced here. Use the printed pages for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 10 Fame + 20 Coins |
| Characters that have not completed the Adventure successfully (but the others have) | 5 Fame + 20 Coins |
| The players only defeated Vane | Advance to the next Chapter |
| The players failed to defeat Vane | Repeat the Adventure |
Chapter IV: Pact with the Devil
The chapter's narrative introduction is story text and is not transcribed.
Voyage
The mission of San Martín, place of origin of La Llorona, is located in one of these islands.
Voyage tokens shown on the page: N, W, S, E.
Adventure Summary
- Tiles: Island, Feat and Special (18).
- Enemies: Skeleton, Mummy, Ghost, Drowned One.
- Lost Enemy: Ghost.
Goal
Defeat the ghost "La Llorona".
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Item | 10 Fame |
| Goal 2 | Achievement | 5 Fame |
| Goal 3 | Achievement | 5 Fame |
| Goal 4 | Achievement | 10 Fame |
Setup
- Place Tile s5 in the middle of the table (starting tile). Place Characters inside the boat.
- Take Tile Tokens i11 to i16. From these, take 2 random TT then add TT s6. Shuffle and place each of them face down on the Adventure Board, on spaces 10, 12 and 15.
- Take the remaining Island TT (i11-i16 except those from the previous step) and add g1, g2, g4 and g5. Shuffle them well to form a facedown supply.
- Set TT v1 to v4 aside for now.
- When the Pirate Flag reaches a space with a TT, add it to the TT supply. Also, increase difficulty by 1 when the Pirate Flag reaches spaces 15 and 12.
Narrative Chart
| Trigger | Code |
|---|---|
| At the beginning of the Adventure Phase | 2896 |
| When Tile s6 is explored | 1956 |
| When Tile Token v1 is revealed | 2860 |
| When Tile Token v2 is revealed | 1197 |
| When Tile Token v3 is revealed | 1983 |
| When Tile Token v4 is revealed | 2514 |
| When Tile g1 is explored | 1389 |
| When Searching successfully on Tile i11 | 2328 |
| When Tile i13 is explored | 1095 |
Enemy Chart
| Roll | Difficulty 1 | Difficulty 2 | Difficulty 3 |
|---|---|---|---|
| 6 | 3 Skeletons | 2 Ghosts | 1 Mummy |
| 5-4 | 2 Drowned Ones | 2 Skeletons and 1 Ghost | 2 Drowned Ones and 1 Ghost |
| 3-1 | 2 Skeletons | 2 Drowned Ones | 3 Skeletons |
Tiles
Transcriber's note: the printed pages show the starting tile (s5) and tiles g1, s6 and s4 as pictures only, with Enemy miniatures and markers placed on them; the placement is not described in text and is not reproduced here. Use the printed pages for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 20 Fame |
| Characters that have not completed the Adventure successfully (but the others have) | 10 Fame |
| The players triggered Narrative Moment 2590 | Advance to the next Chapter |
| The players did not trigger Narrative Moment 2590 | Repeat the Adventure |
Chapter V: Requiem
Warning!
If you wrote "Pact with the Devil" during the previous Adventure, read Story #2 immediately. Otherwise, read Story #1.
Voyage
Place an Enemy Pirate Fluyt on space P. According to your informants, Vane's hideout is on one of these southern islands: S, R, T.
Adventure Summary
- Tiles: Island, Temple, Cave, Swamp, Feat and Special (20).
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Achievement | 10 Fame |
| Goal 2 | Item | 10 Fame |
| Goal 3 | Achievement | 10 Fame |
Setup
- Place Tile s5 in the middle of the table (starting tile). Place Characters inside the boat.
- Take Tile Tokens v1, v2 and v3. Shuffle and place each of them face down on the Adventure Board, on spaces 12, 14 and 16.
- When the Pirate Flag reaches a space with a TT, reveal it and check the result on the Narrative Chart.
- Take TT p1, p2, g3, g4, i8, i10, t6, c1, c6, s3 and s7, and shuffle them well to form a facedown supply.
Narrative Chart
| Trigger | Code |
|---|---|
| When Tile Token v1 is revealed | 2043 |
| When Tile Token v2 is revealed | 2830 |
| When Tile Token v3 is revealed | 1898 |
| When Tile s3 is explored | 2369 |
| When Tile c6 is explored (Story #1 only) | 2684 |
| When Tile i8 is explored (Story #2 only) | 1899 |
| When Tile s7 is explored | 1544 |
Tiles
Transcriber's note: the printed pages 50 and 52 show the starting tile (s5) and tiles s3, c6, g3, i8 and s7 as pictures only, with Enemy miniatures and markers placed on them; the placement is not described in text and is not reproduced here. Use the printed pages for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 20 Fame + 20 Coins |
| Characters that have not completed the Adventure successfully (but the others have) | 10 Fame + 20 Coins |
| The players failed to defeat Vane | Repeat the Adventure |
Story 1
The story text is narrative and is not transcribed.
Special Rule
- During this Adventure, whenever a Buccaneer is defeated, place a Drowned One on his space instead of a Fallen Enemy token.
Goal
Defeat La Llorona and Charles Vane.
Enemies: Buccaneer, Mummy, Ghost, Drowned One, Skeleton. Lost Enemy: Ghost.
Enemy Chart: Story 1
| Roll | Difficulty 1 | Difficulty 2 | Difficulty 3 |
|---|---|---|---|
| 6 | 3 Skeletons | 2 Buccaneers and 1 Ghost | 1 Mummy |
| 5-4 | 2 Buccaneers | 2 Skeletons and 1 Ghost | 2 Buccaneers and 1 Ghost |
| 3-1 | 2 Skeletons | 2 Buccaneers | 2 Skeletons and 1 Ghost |
Story 2
The story text is narrative and is not transcribed.
Goal
Defeat Charles Vane.
Enemies: Buccaneer, Ghost, Bounty Hunter, Mermaid. Lost Enemy: Ghost.
Enemy Chart: Story 2
| Roll | Difficulty 1 | Difficulty 2 | Difficulty 3 |
|---|---|---|---|
| 6 | 2 Buccaneers and 1 Bounty Hunter | 2 Buccaneers and 1 Ghost | 2 Ghosts |
| 5-4 | 1 Buccaneer and 1 Bounty Hunter | 2 Buccaneers and 1 Bounty Hunter | 2 Buccaneers and 1 Ghost |
| 3-1 | 2 Buccaneers | 1 Buccaneer and 1 Bounty Hunter | 2 Buccaneers and 1 Bounty Hunter |
The Story Weaver
Fifth Campaign
The campaign's narrative introduction is story text and is not transcribed.
Chapter I: Treason
The chapter's narrative introduction is story text and is not transcribed.
Voyage
Place the Cutter on space P. This ship represents the target you have to follow and cannot be attacked. Place Goals 1, 2 and 3 randomly on islands R, L and M, facedown.
Special Rules for the Cutter
- This Enemy will move along the following route, in order: T, R, L, M.
- During the Enemy Round, if your ship is within 4 or fewer spaces from the Cutter, it will behave as if it were "Aggressive". Otherwise, it will continue following its route.
- Each time the Cutter reaches an island with a Goal token, reveal it. If Goal 1 is revealed, remove the Cutter: that will be the destination island. If any other Goal is found, remove it: the Cutter continues sailing.
- During this Voyage Phase, you cannot use the Cartography and Observations Posts to reveal unrevealed Goals.
Adventure Summary
- Tiles: Island and Special (20).
- Enemies: Anansi Weaver, Buccaneer, Amazon, Cannibal.
- Lost Enemy: Amazon.
Goal
Investigate the secret activities of the Brotherhood on the island.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | NPC | 10 Fame |
| Goal 2 | NPC | 10 Fame |
| Goal 3 | NPC | 10 Fame |
| Goal 4 | NPC | 10 Fame |
| Goal 5 | Achievement | 10 Fame |
Setup
- Place Tile s5 in the middle of the table (starting tile). Place Characters inside the boat.
- Take Tile Tokens i4, i6, i8, i9, i13 and i14, and shuffle them well to form a facedown supply.
- Take TT s6, s7 and i3. Shuffle and place each of them face down on the Adventure board, on spaces 18, 16 and 14.
- When the Pirate Flag reaches a space with a TT, add it to the main TT supply and increase difficulty by 1.
Narrative Chart
| Trigger | Code |
|---|---|
| At the beginning of the Adventure Phase | 1561 |
| When Tile i3 is explored | 2936 |
| When Tile s6 is explored | 1870 |
| When Tile g7 is explored | 2452 |
| When Tile s7 is explored | 2283 |
| If all Characters are on the boat with Goals 1, 2, 3 and 4 | 1708 |
Enemy Chart
| Roll | Difficulty 1 | Difficulty 2 | Difficulty 3 |
|---|---|---|---|
| 6-5 | 1 Amazon | 2 Amazons | 2 Amazons and 1 Cannibal |
| 4-3 | 1 Cannibal | 2 Cannibals | 1 Amazons and 2 Cannibals |
| 2-1 | 1 Cannibal | 2 Cannibals | 1 Cannibal and 1 Amazon |
Tiles
Transcriber's note: the printed pages show the starting tile (s5) and tiles s6, g7, s7 and i3 as pictures only, with Enemy miniatures and markers placed on them; the placement is not described in text and is not reproduced here. Use the printed pages for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 10 Fame + 20 Coins |
| Characters that have not completed the Adventure successfully (but the others have) | 5 Fame + 20 Coins |
| The players achieved Goals 1 to 4, but did not leave the island | Advance to the next Chapter |
| The players failed to achieve Goals 1 to 4 | Repeat the Adventure |
Chapter II: The Temple of Anansi
The chapter's narrative introduction is story text and is not transcribed.
Voyage
We must find the Temple of Anansi in the Archipelago of the Spiderweb.
Voyage tokens shown on the page: K, J, L, M.
Adventure Summary
- Tiles: Mountain, Cave and Temple (20).
- Enemies: Strangler, Longshade, Bootbiter, Darkclaw.
- Lost Enemy: Strangler.
Goal
Find the Temple of Anansi and return to the boat with all the clues.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Achievement | 5 Fame |
| Goal 2 | Achievement | 5 Fame |
| Goal 3 | Achievement | 5 Fame |
| Goal 4 | Item | 10 Fame |
Special Rules
- At the beginning of the Enemy Round, roll 2d6 (red and black). Check the red die on the "Roll 1" column and the black die on the "Roll 2" column of the Enemy Chart. Follow the indications of both results.
- Remember that in case of ties or doubt when generating an Enemy, the Captain makes the final decision. Roll 1d6 normally to generate Enemies when exploring new Tiles.
Setup
- Place Tile i7 in the middle of the table (starting tile). Place Characters inside the boat.
- Take Tile Tokens m1, m2 and m3, and shuffle them well to form a facedown supply (Mountain). Players will draw TT from this pile when they Explore new areas.
- Take TT c1, c2, c4, c5 and c6, and shuffle them to form a second facedown supply (Cave). Use it when indicated.
- Set TT c3 aside for now.
- Place TT t7 on space 12 of the Adventure board. When the Pirate Flag reaches that space, add the TT to the Cave supply and increase difficulty by 1.
Narrative Chart
| Trigger | Code |
|---|---|
| At the beginning of the Adventure Phase | 2380 |
| When Tile m3 is explored | 2562 |
| When Searching successfully on Tile c5 | 2317 |
| When Searching successfully on Tile c6 | 1472 |
| When Tile t7 is explored | 1657 |
| If all Characters are on the boat with Goals 2, 3 and 4 | 1741 |
Enemy Chart
| Roll 1 | Difficulty 1 | Difficulty 2 | Difficulty 3 | Roll 2 | Place the Enemy... |
|---|---|---|---|---|---|
| 6 | Nothing | Nothing | Advance the Pirate Flag one space | 6 | ...on the same space of the Character with the most [coin icon] (this Adventure) |
| 5 | Nothing | Nothing | Advance the Pirate Flag one space | 5 | ...on the same space of the Character with the most Gear cards |
| 4 | Nothing | 1 Bootbiter | 1 Bootbiter | 4 | ...on the same space of the Character with the most [fame icon] (this Adventure) |
| 3 | 1 Strangler | 1 Longshade | 1 Longshade |
Tiles
Transcriber's note: the printed page shows the starting tile (i7) and tiles m3, t7 and c3 as pictures only, with Enemy miniatures and markers placed on them; the placement is not described in text and is not reproduced here. Use the printed page for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 10 Fame |
| Characters that have not completed the Adventure successfully (but the others have) | 5 Fame |
| The players found all the clues but did not leave the island | Advance to the next Chapter |
| The players failed to find all the clues | Repeat the Adventure |
Chapter III: Beyond the End of the World
The chapter's narrative introduction is story text and is not transcribed.
Port Phase
The climate of distrust around Tortuga has paralyzed most activities. Few people can be seen on the streets or running their businesses. Due to this, the Port Phase will be limited to 16 Time Units. Also, do not draw an Event card whenever you enter a location.
Voyage
The constant fights and mutual distrust undermine the crew's morale. Players start the Voyage Phase with 15 Morale. Set the Voyage map as indicated in the picture. Thanks to the witch's indications, we have the exact location of Anansi's Mind.
Voyage token shown on the page: M. The Voyage map is shown as a picture on the printed page.
Adventure Summary
- Tiles: Mountain, Cave, Temple, Swamp, Island and Feat (20).
- Enemies: Redcoat, Bounty Hunter, Buccaneer, Amazon, Skeleton, Drowned One, Cursed One, Ghost, Anansi Weaver, Mermaid, Longshade, Bootbiter, Strangler.
- Lost Enemy: Roll on the Enemy Chart.
Goal
Find Anansi's Pumpkin, gather all Wisdom and escape the island.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Item | 10 Fame |
Special Rules
- During this Adventure, whenever a Character explores a new Tile, they must make a [blue icon] 3 roll and draw a Tile Token for each success. From those TT drawn, the player must decide where to move their Character, placing its miniature on an empty exit space, or adjacent to it (if not possible). If the roll is unsuccessful, the Character stays on the Tile where they explored from.
- A Character may not use the exit space they entered from to move to another Tile (exception: Tile i7). You may place a No Exit token on that exit space as a reminder. Also, they cannot leave a Tile if there are Enemies still on it.
- In this Adventure, ignore all rules related to the Pirate Flag. Instead, at the beginning of the Incident Round, advance the Pirate Flag one space.
- In this Adventure, Incident cards are not used.
- Whenever a Character enters a Tile, roll 1d6 and check the Enemy Chart. Each column corresponds to a particular Tile. Check the result on the column that lists the Tile the Character is on.
- Tile Tokens placed on the Tiles represent the Wisdom that the Characters must gather during this Adventure. A Character may pick up Wisdom, but may only carry one token at a time unless they have Anansi's Pumpkin, which can hold all Wisdom. Characters may exchange Wisdom tokens between them.
Setup
- Tiles m2, c4, t5, p5, i7, i10, g4, g5, g6 and g7 in the middle of the table as indicated in the picture. Place Characters inside the boat on Tile i7.
- Take the Tile Tokens that correspond to those Tiles and shuffle them well to form a facedown supply.
- Shuffle all Goal tokens facedown and place them on each [red X icon] on the board. A Character must spend 1 [gold icon] to pick up a Goal.
- Take 10 different, unused Tile Tokens to represent Wisdom. Place them on each [purple X icon] on the board.
Enemy Chart
| Roll | m2, g4, g5, g7 | p5, c4, i7 | t5, i10, g6 |
|---|---|---|---|
| 6-5 | Nothing | Nothing | Nothing |
| 4 | 1 Amazon | 1 Bootbiter | 1 Ghost |
| 3 | 1 Buccaneer | 1 Longshade | 1 Cursed One |
| 2 | 1 Bounty Hunter | 1 Strangler | 1 Drowned One |
| 1 | 1 Redcoat | 1 Mermaid | 1 Skeleton |
Narrative Chart
| Trigger | Code |
|---|---|
| At the beginning of the Adventure Phase | 1210 |
| When a Character achieves Goal 1 | 1779 |
| When a Character achieves Goal 2, 3, 4 or 5 | 1837 |
| When the Characters gather all Wisdom | 2241 |
| If the Characters are on the boat with all Wisdom | 1289 |
Tiles
Transcriber's note: the printed page 60 shows the starting tiles (m2, c4, t5, p5, i7, i10, g4, g5, g6 and g7) as pictures only, with Enemy miniatures, Wisdom and Goal markers placed on them. The Voyage map is on page 58. Use the printed pages for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 20 Fame + 100 Coins (split among all players) |
| Characters that have not completed the Adventure successfully (but the others have) | 10 Fame + 100 Coins (split among all players) |
| The players gathered all Wisdom but did not leave the island | Advance to the next Chapter |
| The players failed to gather all Wisdom | Repeat the Adventure |
Chapter IV: Ix Chel
The chapter's narrative introduction is story text and is not transcribed.
Port Phase
The climate of distrust around Tortuga has paralyzed most activities. Few people can be seen on the streets or running their businesses. Due to this, the Port Phase will be limited to 12 Time Units. Also, do not draw an Event card whenever you enter a location.
Voyage
The constant fights and mutual distrust undermine the crew's morale. Players start the Voyage Phase with 15 Morale. Place the Megalodon on the designated space. This Enemy only becomes Active if the ship is within 5 or fewer spaces.
Voyage tokens shown on the page: A, B, C, N. The Voyage map is shown as a picture on the printed page.
Adventure Summary
- Tiles: Mountain, Temple, Feat and Crypt (20).
- Enemies: Amazon, Anansi Weaver, Skeleton, Mummy, La Biriteca, Cursed One.
- Lost Enemy: Amazon.
Goal
Take Ix Chel's rainbow and escape the island.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Achievement | 5 Fame |
| Goal 2 | Achievement | 5 Fame |
| Goal 3 | Item | 10 Fame |
Setup
- Place Tile i7 in the middle of the table (starting tile). Place Characters inside the boat.
- Take TT m1, m2 and m3, and shuffle them well to form a facedown supply. Players will draw TT from this pile when they Explore new areas.
- Take Tile Tokens t4, t5, t6 and g6, and shuffle them to form a second facedown supply. Use it when indicated.
- Set TT t7 and s4 aside for now.
Enemy Chart
| Roll | Difficulty 1 | Difficulty 2 | Difficulty 3 |
|---|---|---|---|
| 6-5 | 3 Amazons | 1 Amazon and 2 Cursed Ones | Nothing happens |
| 4 | 2 Amazons | 1 Amazon and 1 Cursed One | Nothing happens |
| 3 | 2 Amazons | 1 Amazon and 1 Cursed One | Advance the Pirate Flag one space |
| 2-1 | 2 Amazons | 2 Cursed Ones | Advance the Pirate Flag one space |
Narrative Chart
| Trigger | Code |
|---|---|
| When Tile m2 is explored | 2208 |
| When Tile m1 is explored | 2486 |
| When TT g6 is revealed | 1944 |
| When Searching successfully on Tile t4 | 2291 |
| If the second TT supply runs out | 2553 |
| When Tile t7 is explored | 1771 |
| When a Character achieves Goal 3 | 1181 |
| When La Biriteca is defeated | 1777 |
| If the Characters are on the boat with the rainbow | 1256 |
Tiles
Transcriber's note: the printed pages 62 and 63 show the starting tile (i7) and tiles g1, m1, m2, s4, t4 and t7 as pictures only, with Enemy miniatures, Goal and Wisdom markers placed on them; the placement is not described in text and is not reproduced here. Use the printed pages for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 20 Fame |
| Characters that have not completed the Adventure successfully (but the others have) | 10 Fame |
| The players stole Ix Chel's rainbow but did not leave the island | Advance to the next Chapter |
| The players failed to steal Ix Chel's rainbow | Repeat the Adventure |
Chapter V: Legends and Tales
The chapter's narrative introduction is story text and is not transcribed.
Voyage
Laveau, the witch, is joining us this time and she plans to use Ix Chel's rainbow to take us to Yemayá's island. To do so, we must first find a portal that links our world to the realm of the Gods.
Voyage tokens shown on the page: N, E, W, S.
Adventure Summary
- Tiles: Island, Special, Temple, Mountain, Swamp and Cave (20).
- Enemies: Skeleton, Mummy, Buccaneer, Strangler, Ghost, Anansi Avatar, Mermaid, Drowned One, Amazon, Longshade, Bootbiter.
- Lost Enemy: Strangler.
Goal
Set Anansi free.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Item | No value |
| Goal 2 | Item | No value |
| Goal 3 | Item | No value |
| Goal 4 | Item | No value |
| Goal 5 | Item | No value |
Setup
- Place Tiles i7 and i6 in the middle of the table (starting tiles). Place Characters inside the boat on [blank in the printed text].
- Take Tile Tokens s2, s4, t1, t2, t3, m2, p4 and c5, and shuffle them well to form a facedown supply. Players will draw TT from this pile when they Explore new areas.
- Set TT i4 aside for now. Add it to the supply only after the Characters had explored Tiles s2, s4, m2, p4 and c5.
- On this Adventure, the Incident cards are not used.
Narrative Chart
| Trigger | Code |
|---|---|
| At the beginning of the Adventure Phase | 2817 |
| When Tile t1 is explored | 2070 |
| When Tile t2 is explored | 1434 |
| When Tile t3 is explored | 1274 |
| When Tile p4 is explored | 2548 |
| When Tile s2 is explored | 1608 |
| When Tile s4 is explored | 2628 |
| When Tile c5 is explored | 2114 |
| When Tile m2 is explored | 2970 |
| When Tile i4 is explored | 1638 |
| When the Anansi Avatar is defeated | 1362 |
Enemy Chart
| Roll | Enemies |
|---|---|
| 6-5 | 2 Longshades and 1 Bootbiter |
| 4-3 | 2 Drowned Ones and 1 Mermaid |
| 2-1 | 2 Skeletons and 1 Ghost |
Tiles
Transcriber's note: the printed pages 66 and 67 show the tiles t1, t2, t3, p4, c5, s2, m2, s4 and i4 as pictures only, with Goal, Wisdom and Enemy markers placed on them; the placement is not described in text and is not reproduced here. Use the printed pages for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 20 Fame |
| Characters that have not completed the Adventure successfully (but the others have) | 10 Fame |
| The players failed the Adventure | Repeat the Adventure |
Chapter IX: Annexes
Annex I: Deadly Challenge
The annex's narrative introduction is story text and is not transcribed.
Voyage
No Voyage Phase.
Adventure Summary
- Tiles: Island, Feat and Swamp (18).
- Enemies: Redcoat, Buccaneer, Bounty Hunter, Officer, Cannibal, Amazon.
- Lost Enemy: Cursed One.
Goal
Defeat all your Enemies in the Challenge.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Achievement | 5 Fame |
| Goal 2 | Achievement | 5 Fame |
| Goal 3 | Achievement | 5 Fame |
| Goal 4 | Achievement | 5 Fame |
| Goal 5 | Achievement | 5 Fame |
Setup
- Place Tiles i1, i5, i11, i12, i13, i14, i15, i16, g5, p1 and p2 as indicated in the picture.
- Take the Tile Tokens that correspond to those Tiles and shuffle them well to form a facedown supply.
- Each Character draws a TT and places their miniature on the central space (or closest to it) of that Tile. After that, return the TT back to the supply.
- Characters start with only one Gear card (to choose from their starting Gear). Characters with magic abilities may start with their Magic cards instead of a Gear card.
- Place a No Exit token on each [red X icon].
- Now take the following Gear cards: 3 Swords, 3 Axes, 3 Brews, 3 Barrels of Rum and 3 Pistols. Shuffle and split them in five decks of 3 cards each. Place a deck near each No Exit token.
- Finally, take TT c1 to c6 and shuffle them to form a second facedown supply (Cave).
Enemy Chart
| Roll | Result |
|---|---|
| 6-5 | 1 Champion |
| 4-3 | 1 Amazon |
| 2-1 | 1 Cannibal |
Special Rules
In this Challenge, the Enemies are the Characters and Champions.
- All Characters are considered to be Enemies of each other.
- Allies cannot be used in this Scenario.
- A Character on the space of a No Exit token may take a "Pick Up" action to draw a Gear card from the appropriate deck. After that, they cannot draw from the same deck again until they draw from a different one.
- Whenever a Character enters an empty Tile, roll 1d6 and check the Enemy Chart. If the result is "1 Champion", they must draw a Tile Token from the Cave supply and check the result on the Champions Chart. Place the corresponding miniature on the board. If the Cave TT supply has run out, do not place an Enemy.
- A Character may forfeit their turn completely to call for a challenge. Draw a TT from the Cave supply and place the corresponding Champion on their Tile.
- At the beginning of each Incident Round, advance the Pirate Flag one space. Ignore all other rules related to the Pirate Flag.
Champions Chart
| Tile Token | Champion | Stats |
|---|---|---|
| TT c1 | Redcoat | [icon] 2 / 5 [red icon] |
| TT c2 | Officer | [melee icon] causes 2 [wound icon] / 5 [red icon] |
| TT c3 | Buccaneer | Strength 4 |
| TT c4 | Bounty Hunter | Impervious 1 |
| TT c5 | Amazon | 6 [red icon] |
| TT c6 | Cannibal | 6 [red icon] |
Narrative Chart
| Trigger | Code |
|---|---|
| Each time a Champion is defeated | 2529 |
| If a Character defeats the last Enemy of the Challenge (5 Champions + all Characters) | 2511 |
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 20 Fame + 20 Coins |
| The players failed the Adventure | Repeat the Adventure |
Annex II: Shackled
The annex's narrative introduction is story text and is not transcribed.
Voyage
No Voyage Phase.
Adventure Summary
- Tiles: Island and Port (16).
- Enemies: Redcoat, Officer, Bounty Hunter.
- Lost Enemy: Redcoat.
Goal
Remove your shackles and escape the island.
Goals
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Item | 5 Fame |
| Goal 2 | Item | 5 Fame |
| Goal 3 | Item | 5 Fame |
| Goal 4 | Item | 40 Coins |
Setup
- Place Tile i1 in the middle of the table (starting tile). Place Characters inside the green area.
- Take Tile Tokens i11 to i16 and shuffle them well to form a facedown supply. Players will draw TT from this pile when they Explore new areas.
- Place TT i7 on space 9 of the Adventure board. When the Pirate Flag reaches space 9, add the TT to the exploration supply facedown.
- Pirates start the Adventure with no Gear. Unless otherwise noted, Allies cannot use their [melee icon] or [ranged icon] attributes.
Special Rules: Shackled
- Characters start the Adventure shackled to each other. Place a Slaves token on each Character card as a reminder.
- Group Characters together in the following way:
- a) 2 or 3 Characters: make 1 group.
- b) 4 or 5 Characters: make 2 groups.
- Characters cannot move further than 3 spaces away from at least one other Character in their same group.
- Each group receives 1 Axe. Group members must decide who will carry the Axe. If they cannot decide, all members make a confronted [gold icon] roll. If an Ally carries the Axe, they may use their [melee icon] attribute.
- A Shackled Character may use their chains in combat. Instead of Stunning, they inflict 1 [wound icon] when performing an Unarmed attack. Also, they may defend with 2d6.
- A Character may try to destroy the chains and remove the Shackled condition (and the Slaves token). To do so, they must take an Attack action (difficulty 3) and inflict at least 4 [wound icon] in one attempt.
Narrative Chart
| Trigger | Code |
|---|---|
| When Searching successfully on Tile i12 | 1173 |
| When Tile i14 is explored | 1713 |
| When Searching successfully on Tile i11 | 2988 |
| When Searching successfully on Tile i16 | 2274 |
| When Tile i7 is explored | 1621 |
| If the Characters complete the Adventure successfully | 1265 |
Enemy Chart
| Roll | Enemies |
|---|---|
| 6-5 | 2 Redcoats |
| 4-1 | 1 Redcoat |
Tiles
Transcriber's note: the printed page 71 shows the starting tile (i1) and tiles i12, i7, i14, i11 and i16 as pictures only, with Enemy markers and the Slaves area placed on them; the placement is not described in text and is not reproduced here. Use the printed page for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 10 Fame |
| The players failed to leave the island | Repeat the Adventure |
Annex III: The Fox in the Henhouse
The annex's narrative introduction is story text and is not transcribed.
Voyage
No Voyage Phase.
Adventure Summary
- Tiles: Island and Cave (12).
- Enemies: Buccaneer, Bounty Hunter.
- Lost Enemy: Buccaneer.
Goal
Escape from the caves and find the docks.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Achievement | 5 Fame |
| Goal 2 | Achievement | 5 Fame |
| Goal 3 | Achievement | 5 Fame |
| Goal 4 | Item | 10 Fame |
Setup
- Place Tile c4 in the middle of the table (starting tile). Place Characters inside the green area.
- Take TT c1, c2 and c3, and shuffle them well to form a facedown supply (Cave). Players will draw TT from this pile when they Explore new areas.
- Take TT i11, i12, i14 and i15, and shuffle them to form a second facedown supply (Island). Players will draw from this supply when they escape from the caves.
- Place TT s5 on space 6 of the Adventure board. When the Pirate Flag reaches that space, add the TT to the Island supply and increase difficulty by 1.
Special Rules
- Ignore the rules for advancing the Pirate Flag whenever you take an "Explore" action.
- On this Adventure, Enemies are not Active unless they have LoS to a Character during their turn.
- Advance the Pirate Flag one space when:
- a) an Enemy has LoS to a Character during their turn.
- b) an Enemy makes a [melee icon] attack.
- c) a Character makes a [ranged icon] attack with a firearm.
- Pirates start the Adventure with no Gear. Unless otherwise noted, Allies cannot use their [melee icon] or [ranged icon] attributes.
Narrative Chart
| Trigger | Code |
|---|---|
| At the beginning of the Adventure Phase | 1486 |
| If a Character loots the Buccaneer on Tile c4 | 1089 |
| When Searching successfully on Tile c2 | 1395 |
| When Tile c1 is explored | 1627 |
| When Searching successfully on Tile c3 | 1021 |
| When Tile s5 is explored | 1149 |
Enemy Chart
| Roll | Difficulty 1 | Difficulty 2 | Difficulty 3 |
|---|---|---|---|
| 6 | 1 Bounty Hunter | 2 Buccaneers | 1 Bounty Hunter and 1 Buccaneer |
| 5 | 1 Bounty Hunter | 2 Buccaneers | 1 Bounty Hunter and 1 Buccaneer |
| 4 | 1 Bounty Hunter | 1 Bounty Hunter | 1 Bounty Hunter and 1 Buccaneer |
| 3 | 1 Buccaneer | 1 Bounty Hunter | 2 Buccaneers |
| 2 | 1 Buccaneer | 1 Buccaneer | 2 Buccaneers |
| 1 | 1 Buccaneer | 1 Buccaneer | 2 Buccaneers |
Tiles
Transcriber's note: the printed page 73 shows the starting tile (c4) and tiles s5, c2, c1 and c3 as pictures only, with Enemy markers and the Character area placed on them; the placement is not described in text and is not reproduced here. Use the printed page for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 10 Fame |
| Characters that have not completed the Adventure successfully (but the others have) | 5 Fame |
| The players failed the Adventure | Repeat the Adventure |
Annex IV: Sea Hunters
The annex's narrative introduction is story text and is not transcribed.
Voyage
No Voyage Phase.
Adventure Summary
- Tiles: Island, Temple, Feat, Mountain and Swamp (20).
- Enemies: Drowned One, Strangler, Mermaid, Longshade, Bootbiter.
- Lost Enemy: Drowned One.
Goal
Find the other Characters and escape the island.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Item | 5 Fame |
| Goal 2 | Achievement | 10 Fame |
| Goal 3 | Item | 5 Fame |
| Goal 4 | Item | 5 Fame |
Setup
- Places Tiles t2, t3, t4, i5, i6, g7, m1, m2, p1, p2 and p5 as indicated in the picture.
- Take the Tile Tokens that correspond to those Tiles and shuffle them well to form a facedown supply.
- Each Character draws one TT from the supply. Simultaneously, all Characters reveal their TT. Place each miniature on the central space (or closest to it) of the appropriate Tile. After that, return the TT back to the supply.
- Take Goals 1 to 4. Randomly place them on each [red X icon], facedown. A Character adjacent to a Goal may spend 1 [gold icon] to pick it up.
Special Rules
- The Pirate Flag only advances one space at the beginning of each Incident Round. Ignore other rules related to it.
- Also during the Incident Round, draw 1 Tile Token from the supply for each Tile that has at least one Character. Then, roll 1d6 for each of the drawn Tiles. Check the result on the Enemy Chart and place the corresponding Enemy there. After that, return the TT back to the supply.
Enemy Chart
| Roll | Island and Feat | Temple | Swamp | Mountain |
|---|---|---|---|---|
| 6 | 1 Longshade | 1 Bootbiter | 1 Longshade | 1 Bootbiter |
| 5-4 | 1 Mermaid | 1 Longshade | 1 Mermaid | 1 Strangler |
| 3-1 | 1 Drowned One | 1 Strangler | 1 Drowned One | 1 Mermaid |
Narrative Chart
| Trigger | Code |
|---|---|
| When Goal 1 is revealed | 2709 |
| When Goal 2 is revealed | 1918 |
| When Goal 3 is revealed | 1488 |
| When Goal 4 is revealed | 1720 |
| If a Character is on the [red X icon] on Tile t3 | 2589 |
| When attempting to open the Door on Tile t3 | 2602 |
| If all Characters escape the island | 2795 |
Tiles
Transcriber's note: the printed page 75 shows the starting tiles (t2, t3, t4, i5, i6, g7, m1, m2, p1, p2 and p5) as a picture only, with Goal markers and Enemy placement. Use the printed page for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 10 Fame |
| Any Character failed to escape the island | Repeat the Adventure |
Annex V: The Den
The annex's narrative introduction is story text and is not transcribed.
Voyage
No Voyage Phase.
Adventure Summary
- Tiles: Swamp and Cave (18).
- Enemies: Cursed One, Longshade, Drowned One.
- Lost Enemy: Cursed One.
Goal
Survive and escape the island.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Achievement | 5 Fame |
| Goal 2 | Achievement | 5 Fame |
| Goal 3 | Achievement | 5 Fame |
| Goal 4 | Achievement | 10 Fame |
| Goal 5 | Achievement | 10 Fame |
Setup
- Place Tile p4 in the middle of the table (starting tile). Place Characters in the green area.
- Take Tile Tokens p1, p2 and p3, and shuffle them well to form a facedown supply (Swamp). Players will draw TT from this pile when they Explore new areas.
- Take TT c1, c3 and c5, and shuffle them to form a second facedown supply (Cave). Use it when indicated.
- Characters start with only one weapon (to choose from their starting Gear). Characters with magic abilities may start with their Magic cards instead of a weapon. Allies must choose if they want to be able to use only their [melee icon] or [ranged icon] attribute at the beginning of the Adventure.
- All Characters that are NOT wounded get 1 [red icon].
Special Rules
- Starvation: All Characters start the Adventure Phase with no [orange icon]. A Character cannot recover [orange icon] in any way until they find something to eat or a Search card that allows them to discard [red icon].
Narrative Chart
| Trigger | Code |
|---|---|
| At the beginning of the Adventure Phase | 1606 |
| When Searching successfully on Tile p1 | 2630 |
| When Searching successfully on Tile p3 | 2955 |
| When Tile c3 is explored | 1361 |
| When Searching successfully on Tile c1 | 1130 |
| When Tile s3 is explored | 1722 |
| When Tile s5 is explored | 2526 |
| If the Characters advance to the next Chapter | 1211 |
Enemy Chart
| Roll | Swamp and Feat | Cave |
|---|---|---|
| 6-5 | 1 Longshade | 2 Cursed Ones |
| 4-3 | 1 Drowned One | 1 Cursed One |
| 2-1 | 1 Drowned One | 1 Cursed One |
Tiles
Transcriber's note: the printed page 77 shows the starting tile (p4) and tiles p1, p3, c3, c4, s3, c1 and s5 as pictures only, with Enemy and marker placement. Use the printed page for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 10 Fame |
| The players failed the Adventure | Repeat the Adventure |
Annex VI: The Treasure of Ek Chuah
The annex's narrative introduction is story text and is not transcribed.
Voyage
No Voyage Phase.
Adventure Summary
- Tiles: Island, Cave, Feat and Temple (16).
- Enemies: Giant Scorpion, Cannibal, Skeleton, Ek Chuah Scorpion.
- Lost Enemy: Giant Scorpion.
Goal
Find the treasure of Ek Chuah and take it to the boat.
Goal Chart
| Goal | Item | Reward |
|---|---|---|
| Goal 1 | Achievement | 5 Fame |
| Goal 2 | Achievement | 5 Fame |
| Goal 3 | Item | 10 Fame |
Special Rules
Take 3 Sword cards and 3 Axe cards. Shuffle them and deal one randomly to each Pirate (ignore Allies). That will be the starting Gear for this Adventure.
Setup
- Place Tile i7 in the middle of the table (starting tile). Place Characters inside the boat.
- Take Tile Tokens c2, g4 and g5, and shuffle them well to form a facedown pile. Place TT i10 at the bottom of this pile. Players will draw TT from this pile when they Explore new areas (Outdoors).
- Take Tile Tokens t3, t4 and t5, and shuffle them well to form a facedown supply (Temple).
- Whenever a Character Explores from a Tile of the Outdoors supply, roll 1d6 and check the Enemy Chart. Place all Enemies listed under the column "Outdoors."
Enemy Chart
| Roll | Outdoors | Temple |
|---|---|---|
| 6-5 | Nothing happens | Advance the Pirate Flag one space |
| 4-1 | 1 Skeleton | 1 Giant Scorpion |
Narrative Chart
| Trigger | Code |
|---|---|
| When Searching successfully on Tile g4 | 2839 |
| When Searching successfully on Tile g5 | 2073 |
| When Tile i10 is explored | 1405 |
| When a Character enters Tile t3 | 2304 |
| When Ek Chuah Scorpion is defeated | 2854 |
| If the players have achieved Goal 3 and any Character leaves the Temple | 2277 |
| If all Characters are on the boat with Goal 3 | 1754 |
Tiles
Transcriber's note: the printed page 79 shows the starting tile (i7) and tiles i10, g5, g4, t3, t4 and t5 as pictures only, with Enemy and marker placement. Use the printed page for the layout.
Success Chart
| Result | Reward |
|---|---|
| Each Character that has completed the Adventure successfully | 10 Fame |
| Characters that have not completed the Adventure successfully (but the others have) | 5 Fame |
| The players failed the Adventure | Repeat the Adventure |
Narrative Moments
Narrative Moments (NM) are read when the Narrative Chart of an Adventure sends you to their code. Each NM is listed under its code. Narrative paragraphs (story text) are not transcribed; the rule-bearing text of each NM is reproduced in the printed order, and an NM with no rule text is marked as narrative only.
NM 1018
Narrative only; no rule text.
NM 1021
- Place Goal 1 on the [red X icon]. This Goal is too heavy and you must use one of your hands to carry it.
NM 1028
- Gain Goal 1. Roll 1d6 and place the corresponding Enemies on the red spaces of Tile s7:
- (5-6) 4 Buccaneers and 2 Bounty Hunters
- (3-4) 2 Buccaneers and 2 Bounty Hunters
- (1-2) 3 Buccaneers
- Also, from now on, when the Pirate Flag advances, place 1 Buccaneer on each numbered Guard space (patio/exterior). If all Buccaneers are already in play, choose one of them randomly to take a turn immediately at that time.
NM 1035
Narrative only; no rule text.
NM 1046
- If the Character used the [red icon] attribute to open the door, continue reading. Otherwise, ignore the first paragraph (and its consequences) and read the second paragraph.
- Increase difficulty by 1.
- Draw a TT from the Island supply and place the appropriate Tile on the exit space of the Character that opened the door. From now on, draw TT from the Island supply whenever a Character Explores an Island Tile.
NM 1065
- At the beginning of each Incident Round, any Character on this Tile must make a successful [Strength icon] 4 roll or get 1 [red icon] and be Knocked Down. As a reminder, place a No Exit token on it.
- After all the Enemies on this Tile are defeated, if a Character takes a successful "Search" action here, they must read NM 2053.
NM 1079
- Take all the Temple Tiles and move them to another part of the table, as indicated in the picture. Place your Character on the entry space of Tile t6. Do not generate Enemies here.
- When a Character tries to open the door, they must read NM 2944.
NM 1089
- Gain Goal 3. Gain 1 Axe.
NM 1094
- A Character may spend 2 [gold icon] to make a [icon] 6 roll. If successful, they can continue reading.
- Gain Goal 3. If the Characters have achieved Goals 1 to 4, and they are all on the same Tile, read NM 2640. This Goal does not take up space in your inventory.
See picture – Tile c3.
NM 1095
- After all the Enemies on this Tile are defeated, a Character may spend 2 [gold icon] to make an [blue icon] 3 roll and try to find the solution.
- First outcome (icon in the printed text): Choose an attribute ([attribute icons]) to add +1 for the duration of this Adventure. This effect cannot be gained again by any Character. Gain Goal 3.
- Second outcome (icon in the printed text): Nothing happens.
- Third outcome (icon in the printed text): Get 1 [red icon].
NM 1105
Narrative only; no rule text.
NM 1106
- The Character that Explored this Tile gets 1 [red icon]. Characters that enter this Tile cannot leave it if there are Enemies still on it. After all the Enemies on this Tile are defeated, if a Character takes a successful "Search" action here, they must read NM 2216.
NM 1109
Narrative only; no rule text.
Write down the code of this NM on your Record Sheet. At any time, you can share this information with another Character. If you do, the controlling player must write down the code of this NM on their Record Sheet.
NM 1110
- Each Character on Paxutla's Tile gets 1 [red icon] unless they make a successful [Strength icon] 4 roll. If successful, they get Stunned instead. After that, continue reading.
- Remove all No Exit tokens from Tiles that still have them. From now on, all water spaces follow the normal rules. Increase difficulty by 1. The Character that defeated Paxutla gains Goal 1.
NM 1130
- Gain Goal 5. If the players have achieved Goal 4, Characters may now take a "Jump" action to dive into the well. To do so, a Character must be on the [red X icon] and make a [Strength icon] 4 roll:
- Success: you jump into the water with the skill of a seasoned sailor. Read NM 2593.
- Failure: you jump through the hole, expecting a safe landing in the water. Get 1 [red icon]. Then read NM 2593.
NM 1139
- Gain Goal 5.
NM 1149
- Place a Buccaneer on each [red X icon]. After all the Enemies on this Tile are defeated, if the Characters have achieved Goal 1 and a firearm, read NM 1744.
NM 1154
- From now on, a Character adjacent to the [green X icon] may spend 1 [gold icon] to escape through the stairs. When all non-defeated Characters have escaped, read NM 2023.
NM 1173
- Place Goal 4 on the [red X icon]. A Character adjacent to it may take a "Pick Up" action to pick it up.
NM 1179
- Gain Goal 1. From now on, ignore the effects of the fog described in NM 2043.
NM 1181
- Gain Goal 3. Place the Character that achieved Goal 3 on the [green X icon] on Tile m1. Place the other non-defeated Characters on spaces adjacent or closest to them. Characters that are [icon] remain where they were. A Character may return to the temple by making the trip from the [green X icon] to Tile g1.
- Place 3 Amazons on Tile i7. One of them is La Biriteca: use any token to distinguish her from the other two.
- Increase difficulty by 1. From now on, roll 1d6 at the beginning of each Incident Round and check the result on the Enemy Chart.
NM 1182
- Add TT p4 to the TT supply face down and shuffle them. From now on, roll 1d6 at the beginning of each Incident Round. On a result of 1 or 2, advance the Pirate Flag one space.
NM 1192
- Place Tile t6, but do not place Enemies yet. Place a No Exit token on the entry space of this Tile to indicate that Characters are not allowed to move through it. If the Character with Goal 4 tries to move through the obstacle, they must read NM 2873.
NM 1197
- Gain 10 Coins and a Rum card.
NM 1206
- The Captain removes 1 [icon] and assigns 1 Impact on the Sails, if possible. Then, check the Success Chart.
NM 1210
Narrative only; no rule text.
NM 1211
- If Tile s3 was revealed, each Character with a No Exit token must now roll 1d6. Check the following chart to know what kind of Goods tokens are added to the ship and the reward in Fame:
- 1-2: Wood and 5 Fame
- 3-4: Rum and 5 Fame
- 5-6: Metal and 10 Fame
- The Character that obtained the most Fame is named Captain. In case of a tie, all tied players make a confronted [attribute icon] roll.
- The new Captain gains a Frigate with 3 Sails and 1 Impact, Hold of 8 columns and 2 Impacts, and 3 Cannons.
NM 1219
Narrative only; no rule text.
NM 1226
- The Adventure ends successfully. All Characters discard their [icon] and recover their starting Gear and [icon].
- The Character that obtained the most Fame gains the Captaincy. You gain control of your ship again. The captain may repair for free any Impacts on the Sails and/or Hold. They may also add 1 Cannon, if possible.
NM 1247
- Gain Goal 4. Then, continue reading.
Write down "Pact with the Devil" on the Captain's Record Sheet. It will give you an important advantage for the last chapter of the Campaign.
NM 1253
- Place Tile c3 separate from the others. Any Character on a [red X icon] on Tile m3 may spend 2 [gold icon] to move to any of the green spaces on Tile c3, and vice versa.
- Now, increase difficulty by 1 and roll 1d6 to generate Enemies on this Tile. Whenever a Character explores a new Tile from a Cave Tile, draw the TT from the Cave supply.
- Special Rule: all Cave Tiles are considered to be Dark. Characters on Dark tiles cannot Run and the base difficulty of "Search" actions is [eye icon] 5. Also, add -1 to all [icon] attacks.
- Write down the code of this NM on your Record Sheet for reference.
- A Character may spend 2 [gold icon] to light up a torch. Place any Goods tokens on the hand that will be used to carry it. This Character cannot use that hand. A Character may drop a torch to be able to use that hand again (remove the Goods token) but the torch falls to the ground and goes out immediately. Ignore the effects of darkness on Tiles where there is at least one Character with a torch.
NM 1256
Narrative only; no rule text.
NM 1265
- If a Character has achieved Goal 4, they may discard it to gain the Captaincy.
- Otherwise, all players must make a [gold icon] 5 roll, starting with the Character that obtained the most Fame during this Adventure and continuing in decreasing order. The first Character that passes the roll gains the Captaincy, 1 Schooner and 3 [icon].
- Also, add 5 random Goods tokens to the ship's Hold.
NM 1270
- Gain Goal 3. This Goal does not take up a space in your inventory. If the Characters have also achieved Goals 1 and 2, read NM 1299.
NM 1274
- Place a Longshade on each [red X icon] and a Bootbiter on the [yellow icon]. Place Goal 5 on the [red X icon]. A Character adjacent to it may take a "Pick Up" action to pick it up.
- Goal 5 (Bee Ring): Add +1 to your [attribute icon] attribute.
NM 1278
- The Character with the Cauldron may try to throw it into the pit. To do so, they must be on a space equal to their [red icon] (or less) from the pit, spend 2 [gold icon] and make an [blue icon] 5 roll. If they fail, the Cauldron is dropped on an adjacent, non-water space and the Character is Stunned. If successful, that Character must read NM 1648.
NM 1280
- During this Adventure, a Character with Acan's Bowl may spend 2 [gold icon] to turn all water spaces on their Tile into normal spaces for the purposes of movement until the next Incident Round.
NM 1282
- Place Tile s4 connected to Door A (check picture Tile s4-2). After all the Enemies on this Tile are defeated, a Character adjacent to the [green X icon] may spend 1 [gold icon] to pick up the gold sphere. When that happens, read NM 1750.
NM 1289
- Characters must discard all Goals, except Goal 1.
NM 1292
- Gain Goal 3.
NM 1296
- Place Goal 1 on a space adjacent to your Character. From now on, a Character adjacent to the token may spend 2 [gold icon] to make an [blue icon] 5 roll to try to solve the riddle:
- First outcome (icon in the printed text): Gain Goal 1.
- Second outcome (icon in the printed text): Get 1 [red icon].
NM 1299
- Increase difficulty by 1. Add TT g1 to the Cave TT supply.
NM 1303
- Cauldron's Spirit Rules: at the beginning of their turn, each Character must make an [blue icon] 4 roll. If they fail, they must roll 1d6 and check the Cauldron's Spirit Influence chart.
NM 1323
- Characters cannot enter the temple until all Bounty Hunters have been defeated. If the players have achieved Goals 1, 2 and 3, a Character adjacent to the [red X icon] may spend 1 [gold icon] to enter the temple. When a Character does so for the first time, they must read NM 1079.
NM 1330
- Gain 1 Axe.
NM 1349
- Gain Goal 3 and the Adventure ends immediately. Check the Success Chart and then read NM 1864.
NM 1356
- If the Characters have achieved Goal 3, read NM 1154. Otherwise, continue reading.
- When a Character is in this room after achieving Goal 3, read NM 1154.
NM 1361
- Place Goal 4 on the [red X icon]. A Character adjacent to it may take a "Pick Up" action to pick it up. When they do, continue reading.
NM 1362
Narrative only; no rule text.
NM 1389
- See picture – Tile g1.
- When a Character opens the door on the other side of the bridge, continue reading.
- Recover the [gold icon] spent to open it. Only a Character with Goal 1 may open this door. When that happens, they must read NM 2590.
NM 1391
- If a Character takes a successful "Search" action, continue reading.
- Gain Goal 1. This Goal does not take up a space in your inventory.
NM 1395
- Place Goal 2 on the [red X icon]. A Character adjacent to it may take a "Pick Up" action to pick it up. When they do, they receive 1 Pistol.
NM 1396
- Exchange the TT for a Fallen Enemy token. If a Character loots that Fallen Enemy token before the end of the current Round, they gain Goal 4. Then, continue reading. Otherwise, remove the Fallen Enemy token from the board at the beginning of the next Round.
NM 1404
- On this Tile, roll and check the Enemy Chart twice.
NM 1405
- Place a Giant Scorpion on the [red X icon]. Place the Character that Explored this Tile on the Green Arrow. If a Character wants to take an "Open Door" action on this Tile, they must make a [eye icon] 4 roll. When that happens, they must read NM 1462.
NM 1426
- Gain 2d6 [gold icon].
NM 1427
- Place 4 Redcoats and 1 Officer on the red spaces of Tile v4. After all the Enemies are defeated, read NM 1548.
NM 1434
- Place a Drowned One on each [X icon] and a Mermaid on the [purple X icon]. Place Goal 4 on the [red X icon]. A Character adjacent to it may take a "Pick Up" action to pick it up.
- Goal 4 (Snake Bracelet): Add +2 to your [gold icon] attribute.
NM 1443
- Gain Goal 1.
NM 1445
- These guardian Skeletons are able to hurl balls of fire from a distance ([icons] 2, 1 [red icon], [icon] 3). After all the Enemies on this Tile are defeated, a Character on the [X icon] may spend 1 [gold icon] to grab the cylinder. When that happens, read NM 1704.
NM 1462
- Place Tiles t3, t4 and t5 as indicated in the picture. The space with the arrow is considered to be linked to the door space on Tile i10. Place the Character that opened the door on that space.
- From now on, roll 1d6 at the beginning of each Enemy Round and check the Enemy Chart (column "Temple"). If an Enemy is generated, draw a TT from the Temple supply. Place the Enemy of the corresponding Tile. After that, return the TT back to the supply.
NM 1471
- From now on, roll 1d6 at the beginning of each Incident Round. On a result of 5 or 6, advance the Pirate Flag one space.
NM 1472
- Gain Goal 3.
NM 1474
- Place a Drowned One on each [X icon] and an Officer on the [yellow icon] (Lt. Stewart). The Lieutenant is a prisoner and does not move. After all the Enemies on this Tile are defeated, a Character adjacent to Lt. Stewart may spend 2 [gold icon] to make an [blue icon] 4 roll and free him from his shackles. If successful, read NM 1852.
NM 1479
- A Character with Goal 2 and adjacent to the [green X icon] may spend 1 [gold icon] to set it on the idol. When that happens, continue reading.
- All Characters on this Tile must make a successful [Strength icon] 4 roll or get 1 [red icon]. From now on, a Character adjacent to the [green X icon] may spend 1 [gold icon] to get into the tunnel. When a Character does so for the first time, they must read NM 2168.
NM 1482
- On this Tile, roll and check the Enemy Chart twice.
NM 1486
- Place a Buccaneer on space A. On his turn, instead of following his normal behavior, he will always move from A to B, and vice versa. If at any time during his turn the Buccaneer has LoS to a Character that is not inside the green area, ignore the rule above and return to his normal behavior.
- A Character adjacent to the space with a Cross may take a "Pick Up" action to gain one Gear card (to choose from their starting Gear). In case of an Ally, from now on, they may use their [icon] attribute (max. once per Character).
- When a Character Loots the Fallen Enemy token from the Buccaneer, they must read NM 1089.
NM 1488
- Gain Goal 3. A Character may Use this Goal to discard all their [red icon]. Discard the Goal afterwards.
NM 1502
- Advance the Pirate Flag one space. Exchange the TT for a Bounty Hunter and place the Goal 2 token under its miniature. If a Character Loots this Bounty Hunter's Fallen Enemy token, they gain Goal 2. Remember to check the Fire Chart to see if the die result gets modified. This Goal does not take up a space in your inventory.
- If the Characters have achieved Goals 1, 2 and 3, they must return to the boat on Tile i7. When all non-defeated Characters are on the boat, read NM 1219.
NM 1504
- Gain Goal 1. When all non-defeated Characters are on the boat, read NM 2471.
NM 1505
- Add TT i4 to the TT supply. Reveal it when the next Tile is explored. If the new Tile triggers a NM, read it immediately.
NM 1507
- Check the Success Chart.
NM 1516
- Place a Door (opened) on top of the [red X icon]. Any Character adjacent to the [red X icon] may spend 1 [gold icon] to enter the temple. When a Character does so for the first time, read NM 1729.
See picture – Tile i2.
NM 1520
- Place Tile s4 connected to the door. Place a Mummy on each [X icon]. Advance the Pirate Flag one space.
- When a Character Loots the Fallen Enemy tokens from these Mummies, discard the token with no effect and gain 15 Coins instead.
NM 1544
- Place Tile s7 on the board, but only with a No Exit token on top of its exit space. Characters cannot enter this Tile until the token is removed. If for spatial reasons you are unable to join its exit space with the space where the Character is, place Tile s7 separated from the rest. For all purposes of movement, those two Tiles are considered to be connected by their exit spaces.
- If your Character has Goal 2, continue reading.
See picture – Tile s7.
- Remove the No Exit token. Place everything as indicated in the picture. This Buccaneer is the Immortal Vane. If there are not enough miniatures, remove from the board and relocate miniatures of the same type (Ghosts or Buccaneers) as needed, starting with those not adjacent to any Character. Advance the Pirate Flag one space per Enemy TYPE you are forced to remove and relocate.
- From now on, roll 1d6 at the beginning of each Incident Round. On a result of 5 or 6, advance the Pirate Flag one space. On any other result, place 1 Buccaneer (or 1 Bounty Hunter if there are not enough Buccaneer figures) on the space on Tile s7 that matches the die roll.
- When Vane is defeated, read NM 1349.
NM 1548
- Place Goal 3 adjacent to the last defeated Enemy. When a Character picks it up, continue reading.
- If the Characters have liberated the prisoners and achieved Goal 3, they may use the gunpowder to destroy the fort. To do so, the Character with Goal 3 must be on Tile s7 and spend 3 [gold icon]. They must be the only Character or prisoner on the Tile. If the gunpowder is used, read NM 2743.
NM 1553
- Regardless of the number of Characters in play, use the values for 1 to 3 Characters on his Enemy card (Charles Vane – Mortal). When he is defeated, read NM 2559.
See picture – Tile t3.
NM 1556
- After both Mummies are defeated, if a Character takes a successful "Search" action, they must read NM 1356.
NM 1561
Narrative only; no rule text.
NM 1562
- All Characters lose 20 Fame (or as much as they can).
On the next Chapter, place 2 No Exit tokens on two random locations at the beginning of the Port Phase. These locations were damaged during the battle and are not available until the Characters reach 10 [icon].
NM 1570
- When a Character tries to open door A, they must read NM 2686.
NM 1572
- Characters cannot move into the red area on this Tile. The Mummy is Inactive and cannot be attacked. If the Characters have achieved Goals 2, 3 and 4, read NM 2850.
NM 1577
- A Character on this Tile may spend 2 [gold icon] to make an [blue icon] 4 roll. If successful, they can continue reading.
- Gain Goal 2. If the Characters have achieved Goals 1 to 4, and they are all on the same Tile, read NM 2640.
NM 1581
- This door stays closed. Recover the [gold icon] you spent to open it. A Character adjacent to the door may spend 3 [gold icon] to open it. To keep it open, they must skip the rest of their turn or it will close again at the end of their turn. While a Character is holding the door open, they may not take any other action or even prevent other Characters from going through them. This way, other Characters may go into Tile t2 during their turns. At the beginning of their turn, the Character that is holding the door open must decide if they want to let go or keep it open. This door cannot be opened from Tile t2.
- When the door is opened, read NM 1955.
NM 1595
- Place a Redcoat on each [red X icon] and an Officer on each [blue X icon] as indicated in the picture (Tiles v1 and v4). In this scenario, Redcoats and Officers represent Spanish soldiers. Your new Goal is: Locate Friar Leopoldo and find a way out.
NM 1603
- After all the Enemies on this Tile are defeated, if a Character with Goal 1 is there, they must read NM 1479.
NM 1606
- Place Goal 2 on the [red X icon]. A Character adjacent to it may take a "Pick Up" action to pick it up. When they do, they must read NM 1330.
NM 1608
- Place a Ghost on each [yellow X icon]. Place a Buccaneer (Charles Vane) on the [red X icon]. Use the attributes on the "Immortal" section of his Enemy card.
NM 1621
- Place a Bounty Hunter on each [green X icon]. If all Characters have removed the Shackled condition and there are no Enemies on this Tile, the Adventure ends successfully.
NM 1627
- A Character may make a [red icon] or [blue icon] 4 roll to open the door. When that happens, read NM 1046.
NM 1637
- Gain Goal 5.
NM 1638
- Place the Anansi Avatar on the [red X icon].
- From now on, roll 1d6 at the beginning of each Incident Round. On a result of 1 or 2, advance the Pirate Flag one space.
- When the Anansi Avatar is defeated, read NM 1362.
NM 1644
- Remove the No Exit token from the Tile whose number matches the die result. Water spaces on that Tile now follow the normal rules. Continue rolling each Incident Round until all No Exit tokens are removed from the Tiles in play.
NM 1646
- If this room is on fire, read NM 2642. Otherwise, continue reading.
- Make a [gold icon] 6 roll.
- Success: Remove the TT and advance the Pirate Flag one space. At the end of the Round, remove all TT from a building of your choice. That building is no longer on fire.
- Failure: Exchange the TT for an Officer with 1 [red icon].
NM 1648
- Keep Goal 5, a reminder of your Achievement.
- Each Character receives an additional 50 Coins. The Captain also receives an additional 100 Coins as Crew Booty.
NM 1657
- Place Tile t7 as indicated in the picture (paying close attention to the position indicated on the walls). Play a Darkclaw on each [green X icon]. If you are unable, place it separate from the rest. For all purposes of movement, this and the Tile from where it was explored are considered to be linked by their exit spaces. Place a Door (opened) on its exit space as a reminder.
- Place Goal 4 on the [red X icon]. A Character adjacent to it may spend 1 [gold icon] to pick up the Goal. When that happens, they must read NM 1939.
NM 1675
- Any Character that enters this Tile cannot leave it until all 4 Drowned Ones are defeated. After all the Enemies on this Tile are defeated, if a Character takes a successful "Search" action there, they must read NM 1296.
NM 1684
- Make a [Strength icon] 4 roll.
- Success: no rule text (continue your trip).
- Failure: Get 1 [red icon]. Also, you are Poisoned.
NM 1693
- Set Island N as the destination Island.
NM 1694
- Roll 1d6 at the beginning of each Incident Round. On a result of 1 or 2, place a Drowned One on any available water space (Captain's choice). Otherwise, nothing happens. As a reminder, place a No Exit token on water space of your choosing.
- From now on, a Character may try to block the cavern's entrance to prevent more Enemies from appearing. To do so, they must be on a water space, spend 2 [gold icon] and make a [red icon] 5 roll. If successful, read NM 2475.
NM 1704
- Gain Goal 3.
NM 1705
- This Mummy inflicts 3 [red icon] of damage and ignores Insults. After the Mummy is defeated, if a Character Loots its Fallen Enemy token, they must read NM 2352.
NM 1708
Narrative only; no rule text.
NM 1713
- Place a Redcoat on each [red X icon] and an Officer on the [blue X icon]. When a Character Loots the Fallen Enemy token from the Officer, they must read NM 2773.
NM 1720
- Gain Goal 4. A Character with this Goal and LoS to an Abomination may spend 1 [gold icon] to break it. The Abomination is automatically defeated and the Character discards 2 [red icon]. Discard the Goal afterwards.
NM 1722
- Place Tile s3 connected to Tile c4 and remove the Door. Place a No Exit token on each [red X icon]. Do not generate Enemies here.
- A Character adjacent to a No Exit token may spend 2 [gold icon] to grab some goods (take the No Exit token as a reminder). These goods are heavy and the Character must use one of their hands to carry them.
NM 1729
- Place Tile s4 separate from the others and your Character on the Green Arrow. A Character on the Green Arrow may spend 3 [gold icon] to immediately move into a space adjacent to the [red X icon] on Tile i2. When a Character Loots the Fallen Enemy from the Mummy, they must read NM 2550.
See picture – Tile s4.
NM 1741
Narrative only; no rule text.
NM 1744
- The Adventure ends successfully. The Character that obtained the most Fame gains the Captaincy.
NM 1750
- Gain Goal 4.
NM 1751
- When a Character Loots the Fallen Enemy token from the Darkclaw, they must read NM 1270.
NM 1753
- A Character on a space marked with an [red X icon] may spend 2 [gold icon] to make a [red icon] 4 roll to dive into the well. If they have the Swimmer trait, make a [red icon] 3 roll instead.
- Success: Gain Goal 4. If the Characters have achieved Goals 1 to 4, and they are all on the same Tile, read NM 2640. This Goal does not take up space in your inventory. All the Character's firearms are automatically unloaded.
- Failure: The Character is Stunned. All their firearms are automatically unloaded.
See picture – Tile with 4 Crosses.
NM 1754
- The Adventure ends successfully. All Characters recover their starting Gear and discard all cards obtained during this Adventure. Gain control of your ship again. The Character that obtained the most Fame gains the Captaincy.
NM 1757
- Get 1 [red icon] and remove the TT. Place a No Exit token on the entry space of this room.
NM 1764
- If there is at least 1 prisoner on the boat, read NM 2908.
- If the Fort Tile (s7) was removed during the game, read NM 1105.
NM 1770
- Place Tiles g1 and t1 as indicated in the picture. Use the Temple TT supply when Exploring inside the Temple. Then, continue reading.
NM 1771
- Place Tile t7. If you are unable, place it separate from the rest. For all purposes of movement, this and the Tile it was explored from are considered to be linked by their exit spaces.
- Place a Skeleton on each [X icon] and an Anansi Weaver on the [red X icon]. Ignore the Special Rules (walls and rolling boulder) on this Tile. Walls cannot be moved.
- The Skeletons on this Tile only roll for Behavior if, during the Enemy Round, they have LoS to a Character and are not adjacent to other Characters.
- When a Character Loots the Fallen Enemy token from the Anansi Weaver, they must read NM 1181.
NM 1777
- If the Character that defeated La Biriteca decides to end her life, they must write down "Honorable Death" on their Record Sheet. Otherwise, read NM 1827.
NM 1779
- A Character adjacent to Goal 1 may spend 2 [gold icon] to make an [blue icon] 4 roll and muster the necessary willpower to take the pumpkin. If successful, the Character takes the token, which represents Anansi's Pumpkin.
- A Character with Goal 1 may collect any number of Wisdom spheres.
NM 1783
- Whenever you roll for the Redcoats' Behavior, consider the Drowned Ones as Characters for the purpose of determining their movement and combat targets. On the other hand, whenever you roll for the Drowned Ones' Behavior, consider the Redcoats as Characters for the same reason. When resolving combat between Redcoat and Drowned Ones, have two players roll their respective dice for them.
NM 1794
Narrative only; no rule text.
NM 1805
- The four Enemies already have 1 [red icon] each. After all the Enemies on this Tile are defeated, continue reading.
- A Character with Goal 3 and adjacent to the [red X icon] may spend 1 [gold icon] to free the mermaid. When that happens, place Goal 4 (Acpaxapo) on the [red X icon].
- Acpaxapo cannot move nor take any actions. Once she is freed, a Character adjacent to her may spend 1 [gold icon] to take Goal 4 and place it on their Character card. As long as Acpaxapo is on a Character card, that Character may only use one hand (player's choice), and add -1 to their [Strength icon] attribute (min. 2). If the controlling Character is Knocked Out, the mermaid is dropped on an adjacent, empty space.
- Place 4 Drowned Ones on Tile i7. From now on, roll 1d6 at the beginning of each Incident Round. On a result of 1 or 2, advance the Pirate Flag one space.
- If the Characters reach the boat on Tile i7 while carrying Acpaxapo, read NM 1810.
NM 1810
- The players must take a vote now (majority wins): free the mermaid or bring her to Tortuga Island. In case of a tie, the Captain takes the final decision. The Captain may also choose to ignore the result of the vote and force a decision, but they will get -5 [gold icon] on the next Voyage Phase.
- If the players decide to free the mermaid, read NM 2724.
- If the players decide to free the mermaid, read NM 1035.
NM 1815
- This Mermaid is Tlanchana (use her Enemy card). When Tlanchana is defeated, read NM 2532.
NM 1827
Narrative only; no rule text.
NM 1833
- Remove all [gold icon] tokens on this and all adjacent Tiles related to this Tile's special effect. Gain Goal 2.
NM 1834
- Gain Goal 4.
NM 1837
- Roll 1d6 and apply the effect:
- (6) Recover all your [red icon].
- (5) Discard all your [red icon].
- (4) Immediately gain 5 Fame.
- (3) Draw 3 Search cards. You may keep one and discard the others.
- (2) Recover all the [gold icon] spent this turn.
- (1) You may place your Character on any Tile and end your turn.
- This effect only triggers the first time a Character gains one of these Goals.
NM 1843
- Gain Goal 4. The four statues (2 Boothiters and 2 Longshades) are now Active. The door to Tile t2 is now open. If you have not done so before, check the Flood Rules in NM 2944 now. From now on, roll 1d6 at the beginning of each Incident Round. Place 1 [red icon] on the Tile that matches the result. All other Flood Rules still apply. Characters must now escape the temple. When a Character enters Tile t6, continue reading.
- A Character on any water space may spend 1 [gold icon] and make a successful [red icon] 4 roll to flee the island. When all non-defeated Characters have escaped Tile t6, read NM 2063.
NM 1847
Narrative only; no rule text.
NM 1850
- A Character adjacent to the space with the Goal gains control of the kid (NPC). He has a [icon] of 3. The Character controlling the NPC may also spend 1 [gold icon] to pick up Goal 1, but they must use one of their hands to carry it.
NM 1852
- The Character that freed Lt. Stewart gains Goal 2 and takes control of him as if he were an Ally. If the controlling Character is Knocked Out, any other Character adjacent to him gains the Goal and controls his movement. The Lieutenant has the same attributes as an Officer (4–5 Characters). Continue reading.
- Increase difficulty by 1. From now on, roll 1d6 at the beginning of each Incident Round. On a result of 1 or 2, advance the Pirate Flag one space and place 1 Mermaid and 1 Drowned One on a random Tile. Draw a TT from the second supply, which only contains TT corresponding to Tiles already in play. Remove the TT drawn.
- As soon as Lt. Stewart reaches the boat on Tile i7, read NM 1507.
NM 1863
- Place a Bounty Hunter on this Tile, then roll a die and check the Enemy Chart (Island). The Character that defeats the Bounty Hunter gains Goal 1.
NM 1864
Epilogue; narrative only, no rule text.
NM 1866
- Add TT p2 to the primary TT supply. Reveal it when the next Tile is explored. Remember to place it on the discarded TT supply.
- If the new Tile triggers a NM, read it immediately.
NM 1870
- Place an Amazon on each [X icon]. After all the Enemies on this Tile are defeated and there is at least one Character on it, continue reading.
- A Character on this Tile may spend 2 [gold icon] to make a [eye icon] 5 and find the source of the crying. If successful, place Goal 2 inside a hut of your choice. The doors to all huts are closed. Whenever one of them is opened, roll 1d6 and check the result below:
- (5-6) Draw 1 Search card.
- (3-4) Nothing happens.
- (1-2) Place an Amazon on the hut.
- When a Character achieves Goal 2, continue reading. However, if at that time, the Characters have also achieved Goals 3 or 4, read NM 2203 instead.
NM 1881
Narrative paragraph (two bootbiters swarm over a corpse and jump at you) is not transcribed as a rule. Rule text:
- After all the Enemies on this Tile are defeated, if a Character takes a successful "Search" action there, they must read NM 1637.
NM 1898
- Increase difficulty by 1. All Characters get 2 [red icon]. Then, they must make a [Strength icon] 3 roll: each success prevents 1 [red icon].
NM 1899
- Roll 1d6 to generate Enemies on this Tile. This Mermaid is also a Witch. Whenever she rolls a critical hit (Attack or Defense), she triggers the special ability "Water Wave".
- Water Wave: All Characters on her Tile are Knocked Down.
- When the Mermaid is defeated, read NM 2339.
See picture – Tile i8.
NM 1905
- Gain Goal 1.
NM 1913
- If this room is on fire, read NM 1396. Otherwise, continue reading.
- Exchange the TT for a Bounty Hunter and place the Goal 4 token under its miniature. If a Character Loots this Bounty Hunter's Fallen Enemy token, they gain Goal 4. Then, continue reading.
NM 1918
- Gain Goal 2.
NM 1920
- Remove the Door and place Tile i7. Do not generate Enemies here.
- When all non-defeated Characters are on the boat along with Goal 1, read NM 2795.
NM 1924
- Do not generate Enemies here. If a Character takes a successful "Search" action, continue reading.
- A Character on one of the water spaces ([red X icon]) may spend 2 [gold icon] and make a [red icon] 3 roll to dive in and pick up whatever is shining in the well. If successful, read NM 2913. Otherwise, continue reading.
- Until the end of their next turn, this Character adds -1 to all their rolls and cannot try to dive again.
NM 1926
- Gain Goal 5. This Goal is too heavy and you must use one of your hands to carry it.
NM 1935
- Gain 1d6+1 [gold icon].
NM 1939
- Gain the legendary item "Naylamp's Tumi".
NM 1944
- Discard the TT g6 without placing any Tile. The Character recovers the [gold icon] spent.
- Then, place a Cursed One adjacent to the Character that drew the TT. That Character must also make a successful [Strength icon] 5 roll or get 1 [red icon] and be Knocked Down.
NM 1952
- Gain Goal 2.
NM 1955
- Place a Longshade on each [yellow X icon] and a Mummy on the [green X icon]. The Longshades do not move or attack, nor can they be attacked. Do not generate Enemies here.
- When a Character Loots the Fallen Enemy token from the Mummy, they must read NM 1843.
NM 1956
- Roll 1d6 to generate Enemies on this Tile. Take TT v1 to v4 and randomly place them on the [X icon]. When a Character opens the door of a shack with a TT inside, reveal it and check the result on the Narrative Chart.
NM 1959
- Make a normal roll and check the Enemy Chart. After all the Enemies on this Tile are defeated, if a Character wants to take a "Search" action there, they must make an [eye icon] 3 roll. If successful, flip the TT in the room instead of drawing a Search card.
NM 1960
- If the Characters have achieved Goal 2, continue reading.
- Take all the Temple Tiles and move them to another part of the table, as indicated in the picture. A Character on the [yellow X icon] on Tile i4 may spend 1 [gold icon] to move to the Green Arrow on Tile t6.
- From now on, draw a TT from the Temple supply each Incident Round. Roll 1d6 and check the Enemy Chart. Place Enemies on the Tile that matches the result. Put the TT back in the same supply face down and shuffle it well. Do not generate Enemies this way on Tiles t3 and t6 if they are still closed. Do not draw a replacement if any of those two TT are revealed.
- If there are not enough miniatures of a certain Enemy type, advance the Pirate Flag one space per Enemy TYPE you are not able to place.
See picture – Tile i4 and 6x Temple Tiles.
NM 1968
- Place Tile g1 separate from the others. For all purposes of movement, this and Tile p3 are considered to be linked. A Character adjacent to one of the [red X icon] may spend 1 [gold icon] to move between them. Do not generate Enemies here.
- The Character that Explored this Tile gains Goal 3. Advance the Pirate Flag one space.
- Whenever a Character explores a new Tile from a Cave Tile, draw the TT from the Cave supply.
NM 1983
- Place a Drowned One inside the room on a space adjacent to your Character.
NM 1988
- When the Bounty Hunter is defeated, continue reading.
- Bounty Hunters Rules: Characters cannot enter the Church (letter A). Each time a Bounty Hunter is defeated, place a new Bounty Hunter on the red area at the beginning of the next Incident Round.
NM 1997
- During this Adventure, water spaces are considered normal spaces for all game purposes. As a reminder, whenever a Swamp Tile is explored, place a No Exit token on top.
- From now on, roll 1d6 at the beginning of each Incident Round. If the result matches the number of a Tile already in play, read NM 1644.
- After placing the No Exit token, if the new Tile triggers a NM, read it immediately.
NM 2001
- Place 4 Redcoats and 1 Officer on the red spaces of Tile v2. When a Character Loots the Fallen Enemy from the Officer, they must read NM 2984.
NM 2023
Narrative only; no rule text.
NM 2029
- A Character on the exit space on Tile t6 may spend 1 [gold icon] to escape the temple. Once they do, they escape safely and complete the Adventure successfully.
- When all non-defeated Characters have escaped, read NM 1794.
NM 2040
- If this room is on fire, read NM 1757. Otherwise, continue reading.
- The Character that revealed this Tile may now examine all the facedown TT on the board and either return them where they were (still facedown) or swap their positions.
NM 2043
- Increase difficulty by 1. From now on, Characters cannot Run or Search. Also, the range for all [ranged icon] attacks is 2 spaces.
- Place Goal 1 on the [red X icon] on Tile g3. If the Tile is not in play yet, set the Goal aside until it is revealed.
- If the Tile is free of Enemies, a Character adjacent to the [red X icon] may spend 2 [gold icon] to make an [blue icon] 4 roll and try to uncover the mystery of the fog. If successful, read NM 1179.
NM 2053
- Remove the No Exit token from this Tile. Gain Goal 4.
NM 2063
Narrative only; no rule text.
NM 2070
- Place a Skeleton on each [X icon] and a Ghost on the [yellow X icon]. Place Goal 3 on the [red X icon]. A Character adjacent to it may take a "Pick Up" action to pick it up.
- Goal 3 (Jaguar Helmet): Add +1 to your [attribute icon] attribute.
NM 2073
- Place Goal 2 on the [red X icon]. A Character adjacent to it may take a "Pick Up" action to pick it up. When they do, they receive 1 Pistol.
NM 2074
- Gain Goal 4, a Brew card and a Rum card.
NM 2077
- Do not generate Enemies here. Place 2 Ghosts following the normal rules for placing Enemies.
NM 2081
- Increase difficulty by 1.
Captain Philips Rules
- In order to capture him, first he must be Stunned. A Character adjacent to the Stunned captain may then spend 1 [gold icon] to gain Goal 2. That player also places Philips's miniature on their Character card. As long as the Captain's figure is on a Character card, that Character may only use one hand (player's choice), and add -1 to their [Strength icon] attribute (min. 2).
- While captured, whenever the Pirate Flag advances, Captain Philips must make a confronted [red icon] roll against the Character that has Goal 2. If he is successful, Captain Philips is no longer Stunned, and his miniature is placed on a space adjacent to the Character, who also loses Goal 2.
- If the Characters reach the boat on Tile i7 with Captain Philips on one of their Character cards, read NM 1206.
NM 2085
- Make a confronted [red icon] roll against the Bounty Hunter.
- Success: Exchange the TT for a Bounty Hunter and place the Goal 3 token under its miniature. If a Character Loots this Bounty Hunter's Fallen Enemy token, they gain Goal 3. Remember to check the Fire Chart to see if the die result gets modified. This Goal does not take up a space in your inventory.
- Failure: Move a space forwards to enter the room and close the door. To open the door, a Character must make a successful [red icon] 3 roll. Exchange the TT for a Bounty Hunter, place the Goal 3 token under its miniature and then both on a space adjacent to the door but from the opposite side of the Character. If a Character Loots this Bounty Hunter's Fallen Enemy token, they gain Goal 3. Remember to check the Fire Chart to see if the die result gets modified. This Goal does not take up a space in your inventory.
- If the Characters have achieved Goals 1, 2 and 3, they must return to the boat on Tile i7. When all non-defeated Characters are on the boat, read NM 1219.
NM 2093
- After all the Enemies on this Tile are defeated, if a Character takes a successful "Search" action here, they must read NM 2720.
NM 2114
- Place a Skeleton on each [X icon]. Place a Ghost (La Llorona) on the [red X icon]. Regardless of the number of Characters in play, use the values for 4 and 5 Characters on her Enemy card.
NM 2130
- After all the Enemies on this Tile are defeated, a Character adjacent to the [red X icon] may spend 1 [gold icon] to investigate the mercenary's corpse. When that happens, continue reading.
- Gain Goal 2. This Goal does not take up a space in your inventory.
NM 2135
- The players must now decide what to do. If they cannot reach an agreement, the player with the most Fame decides.
- If the players hand over the statue (Goal 3), read NM 1226. Otherwise, the next Enemy Round the Cannibals become Active and attack the Characters.
NM 2140
- Place an Anansi Avatar instead of placing a Fallen Enemy token for this Buccaneer. If needed, move any miniatures on its space to adjacent spaces.
- From now on, roll 1d6 at the beginning of each Incident Round. On a result of 1 or 2, advance the Pirate Flag one space.
- The Character that defeats this Enemy must read NM 1139.
NM 2153
- Each Incident Round, place a [gold icon] on the chasm space. When 5 [gold icon] have been placed, remove them, advance the Pirate Flag three spaces and place 1 [gold icon] on each Tile adjacent to this one to indicate that their spaces are considered to be water spaces. Keep adding 1 [gold icon] to the chasm space each Incident Round and advancing the Pirate Flag 3 spaces when the space has 5 [gold icon].
- After all the Enemies on this Tile are defeated, if a Character takes a successful "Search" action here, they must read NM 1833.
NM 2159
- A Character on the [yellow X icon] may spend 2 [gold icon] to make a [red icon] 4 roll and dive into the well. If you have the Swimmer trait, make a [red icon] 3 roll instead.
- Success: Gain Goal 2. All your firearms are automatically unloaded.
- Failure: Gain Goal 2. You get Stunned and all your firearms are automatically unloaded.
NM 2163
- Gain Goal 2. Remove all Supernatural Enemies currently in play except Ghosts. From now on, use Enemy Chart (Story #2). Also, do not place a Drowned One after defeating a Buccaneer any more.
NM 2168
- Place Tile c1 separate from the others and your Character on the Green Arrow. The Redcoats already have 1 [red icon] each.
- The next time the Pirate Flag advances, read NM 2498.
NM 2179
- New Goal (Voyage): Roll 1d6 and find the destination island: 1-2: Island E; 3-4: Island H; 5-6: Island J. Once players get to the destination island, the Adventure Phase begins normally.
NM 2199
- See picture – Tile t6.
- When a Character Loots the Fallen Enemy token from the last defeated Buccaneer, they must read NM 2635.
NM 2203
- Goal 2 is a baby. She takes up space in the inventory: the Character that is carrying her gain -1 [gold icon].
NM 2204
Narrative only, except the rule text at the end of the paragraph:
- At the beginning of their first turn, all Characters may spend 2 [gold icon] to make a [blue icon] 3 roll and try to decode the symbols. If any Character is successful, they can read NM 1109 in secret.
NM 2208
- Roll 1d6 to generate Enemies on this Tile. A Character on the [red X icon] may spend 1 [gold icon] to search around the vegetation. When that happens, they must read NM 1443.
- After all the Enemies on this Tile are defeated, if a Character takes a successful "Search" action here, they must read NM 2159.
NM 2212
- STOP! If you have NM 1109 written down on your Record Sheet, read NM 2623 now. Otherwise, continue reading.
- The Character that opened the door may keep Goal 1 as a reminder of their Achievement. Continue reading.
- Place Tile s4 connected to Door A (check picture Tile s4-1). The Skeletons already have 6 [red icon] each. After all the Enemies on this Tile are defeated, a Character adjacent to the [green X icon] may spend 1 [gold icon] to pick up the gold sphere. When that happens, read NM 1750.
NM 2216
- Gain Goal 2.
NM 2241
Narrative only; no rule text, except:
- Place an Anansi Weaver on Tile i7. To complete the Adventure, the Characters must defeat this Enemy and escape the island.
NM 2245
- Gain Goal 3 and a Brew card. This Goal does not take up a space in your inventory.
NM 2246
- Place TT v1 and v2 face down randomly on the [yellow icon]. The spaces marked with Crosses are impassable. All Characters on this Tile add -1 to their rolls due to the horrible stench.
- After all the Skeletons are defeated, a Character adjacent to a [yellow icon] may spend 1 [gold icon] to open one of the chests and reveal the TT. If TT v1 is revealed, read NM 2245. If TT v2 is revealed, read NM 1684.
NM 2274
- Make a successful [Strength icon] 4 roll. Otherwise, you get 2 [red icon]. If you have the Cat-like Reflexes trait, make an [Strength icon] 3 roll instead.
- Place Goal 3 on the [red X icon]. A Character adjacent to it may take a "Pick Up" action to pick it up. When they do, they receive 1 Pistol (unloaded).
NM 2277
- Place a Cannibal on each [red X icon]. These Enemies are Inactive unless they are attacked. A Character on this Tile may spend 3 [gold icon] to make an [blue icon] 3 roll and try to speak with them.
- You use some of the words you have learnt during the course of your adventures and encounters with different tribes, and eventually you make yourself understood. Read NM 2135.
- You try to make yourself understood, emitting all kinds of weird sounds and gesturing comically. Meanwhile, the natives exchange looks of disbelief. Lose 1 [gold icon].
NM 2278
- Increase difficulty by 1.
NM 2283
- Increase difficulty by 1.
- Place Tile s7. If you are unable, place it separate from the rest. For all purposes of movement, this and the Tile from where it was explored are considered to be linked by their exit spaces. Place a Buccaneer on each [green X icon], a Cannibal on the [yellow X icon] and an Amazon on the [yellow X icon].
- Your new Goal is: Rescue the children and escape with them on the boat.
- Place Goal 3 on the [red X icon]. A Character may spend 2 [gold icon] and make a successful [eye icon] 5 roll to place Goal 4 on one of the [X icon].
- Goals 3 and 4 are children that can be controlled as NPCs. They have a [icon] of 5. The Character controlling an NPC may also spend 1 [gold icon] to pick up the Goal, but they must use one of their hands to carry it.
- Whenever one of the doors on this Tile are opened, roll 1d6 and check the result below:
- 3-6: Place 2 Buccaneers on this room.
- 1-2: Place 1 Buccaneer on this room.
- When the first Buccaneer is defeated, read NM 2140.
NM 2284
- Place the second purple stone in and the statue recovers part of its long-lost dignity. It now watches and judges you from above. The ground starts to tremble and the statue slides over to one side, revealing the entrance to an underground tunnel. You go inside and at the end of it you find a hall, crossed by a rope bridge that does not look too stable.
- Place Tile g1 separate from the others. For all purposes of movement, this Tile and [X icon] on Tile m1 are considered to be linked. Place a Cursed One on the [red X icon].
- Increase difficulty by 1.
- From now on, whenever a Character explores a new Tile, draw TT from the second supply.
NM 2291
- Place a Door (closed) on the indicated position. If a Character tries to open this door, they must read NM 1520.
- Before opening the door, a Character adjacent to it may spend 3 [gold icon] and make an [blue icon] 5 roll to inspect its carvings. If successful, continue reading.
NM 2304
- Place Goal 3 on the [red X icon]. This Goal is too heavy and you must use one of your hands to carry it.
- Place a No Exit token on the arrow space on Tile t4. That exit is now blocked.
- Place the Ek Chuah Scorpion at the entrance of the temple on Temple t4. When the Ek Chuah Scorpion is defeated, read NM 2854.
NM 2317
- Gain Goal 2.
NM 2328
- Draw 3 Search cards. You may keep one and discard the others. Ignore all negative effects from these cards. Gain Goal 2.
NM 2334
- If this room is on fire, read NM 1502. Otherwise, continue reading.
- The Character that revealed this Tile may spend 3 [gold icon] or 1 [red icon] to make a [strength icon] 4 roll and ambush the man. Add +1 if you have the Stealth trait. If you cannot or do not want to do it, read section [red icon] below.
- Success: Gain 2 Fame. Exchange the TT for a Fallen Enemy token and place your Character next to it. If a Character Loots that Fallen Enemy token, they gain Goal 2. This Goal does not take up a space in your inventory.
- Failure: The man turns around, grabs a chair and hurls it at you. You are Knocked Down. Exchange the TT for a Bounty Hunter and place the Goal 2 token under its miniature. If a Character Loots this Bounty Hunter's Fallen Enemy token, they gain Goal 2. Remember to check the Fire Chart to see if the die result gets modified. This Goal does not take up a space in your inventory.
- If the Characters have achieved Goals 1, 2 and 3, they must return to the boat on Tile i7. When all non-defeated Characters are on the boat, read NM 1219.
NM 2339
- Gain Goal 2.
NM 2352
- Gain Goal 4 and the legendary item "Chusor's Sword."
NM 2361
- If this room is on fire, read NM 2567. Otherwise, continue reading.
NM 2369
- Do not generate Enemies here. Place a token of any kind (e.g., [red icon]) on each of the crosses indicated in the picture. A Character adjacent to one of these tokens may spend 1 [gold icon] to discard it and recover all their [red icon].
See picture – Tile s3.
NM 2372
- A Character with Goal 1 and adjacent to the space with an [X icon] may spend 1 [gold icon] to use it. When that happens, they must read NM 2448.
See picture – Tile i1.
NM 2380
- Place a Strangler on each [X icon].
NM 2391
- Place Goal 1 on the [red X icon]. A Character adjacent to its same space may take a "Pick Up" action to pick it up. When that happens, continue reading.
NM 2404
- A Character adjacent to the door may spend 2 [gold icon] to make a [red icon] 4 roll and try to break through. If the Character also has an Axe, make a [red icon] 3 roll instead. If successful, they must read NM 1028.
NM 2412
- If this room is on fire, read NM 2085. Otherwise, continue reading.
- Make a successful [blue icon] 3 roll or your turn ends immediately.
- Exchange the TT for a Bounty Hunter and place the Goal 3 token under its miniature. If a Character Loots this Bounty Hunter's Fallen Enemy token, they gain Goal 3. Remember to check the Fire Chart to see if the die result gets modified. This Goal does not take up a space in your inventory.
- If the Characters have achieved Goals 1, 2 and 3, they must return to the boat on Tile i7. When all non-defeated Characters are on the boat, read NM 1219.
NM 2418
- After all the Enemies on this Tile are defeated, a Character adjacent to the [X icon] may spend 2 [gold icon] to make a [red icon] 4 roll. If successful, that Character must read NM 1952.
NM 2448
- Make a successful [Strength icon] 4 roll or you get Poisoned. From now on, a Character adjacent to the [X icon] may spend 2 [gold icon] to make an [blue icon] 3 roll and try to find the right combination.
- Success: Gain Goal 2.
See picture – Tile i1.
NM 2452
- Place a Cannibal on each [X icon]. When a Character Loots the Fallen Enemy token from any of these Enemies, discard the token: you have found Poison.
- Poison: Choose one of your weapons (except firearms) that is not already Poisoned. It inflicts 1 additional [red icon] until the end of the Adventure.
NM 2461
- Do not generate Enemies here. Increase difficulty by 1. A Character adjacent to the [X icon] may spend 2 [gold icon] and make an [blue icon] 5 roll to uncover the mystery of the idol. If successful, read NM 1834. Otherwise, continue reading.
- All Characters adjacent to the [X icon] must make an [Strength icon] 4 roll. If they fail, they get 1 [red icon].
NM 2464
- A Character on the [yellow X icon] may spend 2 [gold icon] to make an [Strength icon] 4 roll and jump to grab the bottle. If they have the Acrobat trait, make an [Strength icon] 3 roll instead.
- Gain Goal 1. If the Characters have achieved Goals 1 to 4, and they are all on the same Tile, read NM 2640. This Goal does not take up space in your inventory.
See picture – Tile c1.
NM 2464 failure branch (continued): Gain Goal 1. Also, you are Knocked Down and get 1 [red icon]. If the Characters have achieved Goals 1 to 4, and they are all on the same Tile, read NM 2640. This Goal does not take up space in your inventory.
NM 2471
Narrative only; no rule text, except:
- The Captain removes a Pirate Group, if possible.
NM 2475
- Remove the No Exit token from this Tile. Ignore the rules for generating Drowned Ones related to it. Gain Goal 1.
NM 2486
- Roll 1d6 to generate Enemies on this Tile. After all the Enemies on this Tile are defeated, a Character on the [X icon] may spend 2 [gold icon] to make an [blue icon] 4 roll and examine the head statue. If successful, that Character must read NM 2652.
NM 2492
- Place a Darkclaw on the [yellow X icon]. Regardless of the number of Characters in play, use the values for 4 and 5 Characters on its Enemy card. After the Darkclaw is defeated, if a Character Loots its Fallen Enemy token, they must read NM 1504.
NM 2496
- Place a Bounty Hunter on this Tile, then roll a die and check the Enemy Chart (Island). The Character that defeats the Bounty Hunter gains Goal 3.
NM 2498
- From now on, whenever the Pirate Flag advances, all Characters on a Cave tile must make a successful [blue icon] 4 roll or get 1 [red icon].
NM 2511
- All Characters discard their [red icon] and recover their [gold icon].
- The Character that dealt the killing blow to the last Enemy becomes the new Captain. Choose a new ship from those available at Port. Add 4 Supplies, 2 Rum and 4 other random Goods tokens.
NM 2514
- Place two Skeletons on this room. After all the Enemies are defeated, if a Character takes a successful "Search" action, they must read NM 1905.
NM 2516
- Gain Goal 1. Place a No Exit token on the [red icon] of the chasm on this Tile. From now on, this chasm cannot be jumped over using that attribute.
- Characters must now find enough vines to climb down the pit. A Character adjacent to a chasm (other than this one) may spend 2 [gold icon] to grab a handful of vines (place any token on your Character card to represent it). From that moment, this chasm cannot be jumped over using that attribute and no other Character may pull more vines.
- Search card "Rope" and Gear card "Grappling Hook" each count as one handful of vines (and turned into No Exit tokens) if they are discarded while the owner is on the [X icon]. If there are 4 No Exit tokens on the Tiles in play, a Character on the [X icon] may spend 2 [gold icon] to climb down the pit. When that happens, they must read NM 1253.
- Write down the code of this NM on your Record Sheet for reference.
NM 2526
- Place a Drowned One on each [X icon]. When all the Enemies on this Tile are defeated and all Characters are on the boat, read NM 1211.
NM 2529
- Gain a random Goal. If there are no more Goals, continue reading.
- Gain 20 Coins.
NM 2532
Narrative only (Tlanchana's final moments). Continues in the next section.
- Gain Goal 5. End of the Campaign.
NM 2548
- Place a Drowned One on each [yellow X icon]. Place a Mermaid (Tlanchana) on the [X icon]. Regardless of the number of Characters in play, use the values for 4 and 5 Characters on her Enemy card.
- If a Character wrote "Acpaxapo was freed", the Mermaid orders the Drowned One to leave so she can fight with honor. In this case, remove both Drowned Ones from play.
NM 2550
- Gain Goal 1. This Goal does not take up space in your inventory.
NM 2553
- Add TT t7 to the second supply. Reveal it when the next Tile is explored. If the new Tile triggers a NM, read it immediately.
NM 2559
Narrative only; continues in the next section.
NM 2559 (continued): Gain Goal 3. From now on, draw an additional TT each Incident Round. If the Characters have achieved Goals 3 and 4, read NM 2029.
NM 2561
- Place a Bounty Hunter on this Tile, then roll a die and check the Enemy Chart (Island). The Character that defeats the Bounty Hunter gains Goal 2.
NM 2562
- Place a Darkclaw on the [X icon]. After all the Enemies on this Tile are defeated, if a Character takes a successful "Search" action here, they must read NM 2516.
NM 2567
- Make a [eye icon] 4 roll. Add +1 if you have the Eagle Eye or Vigilant trait.
- Failure: Get 2 [red icon].
- In both cases: Exchange the TT for a Bounty Hunter and place the Goal 1 token under its miniature. If a Character Loots this Bounty Hunter's Fallen Enemy token, they gain Goal 1. Remember to check the Fire Chart to see if the die result gets modified. This Goal does not take up a space in your inventory.
- If the Characters have achieved Goals 1, 2 and 3, they must return to the boat on Tile i7. When all non-defeated Characters are on the boat, read NM 1219.
NM 2572
- Place a Bounty Hunter on the space marked with an [X icon]. Place 1 Buccaneer on each numbered Guard space (interior).
NM 2589
- If your Character has Goal 2, read NM 1920. Otherwise, continue reading.
- Each Character on the [X icon] or adjacent to it must make a successful [Strength icon] 4 roll or get 1 [red icon].
NM 2590
- Place Tile s4 as indicated in the picture. This Ghost is La Llorona. Regardless of the number of Characters in play, use the values for 4 and 5 Characters on her Enemy card. Also, ignore the special rule for the Echoes of La Llorona from now on.
- From now on, roll 1d6 at the beginning of the Incident Round. On a result of 1 or 2, advance the Pirate Flag one space. Also, all Characters lose all [red icon] and are Cursed. The players may try to fulfill any of the following goals: defeat La Llorona, or escape from the island.
- If La Llorona is defeated, read NM 1247.
- If all non-defeated Characters reach the boat safely without destroying La Llorona, read NM 1562.
NM 2593
- Place Tile c4 separate from the others. Place the Character on any one of the blue spaces. All Characters that Jump from Tile c1 must be placed here. Advance the Pirate Flag one space.
- Take TT s5 and place it face down on the [X icon]. When a Character Explores from that space, place Tile s5 and read NM 2526.
- When a Character tries to open the door on this Tile, they must read NM 2856.
NM 2602
- This door cannot be opened normally. The Character recovers the [gold icon] spent to open it.
NM 2623
- Lose Goal 1 and get 1 [red icon]. However, gain Goal 5 as a reminder of your Achievement for finding the secret of the golden door. Then, read NM 1282.
NM 2628
- Place a Skeleton on each [X icon]. Place a Mummy (Oggun) on the [red X icon]. Regardless of the number of Characters in play, use the values for 4 and 5 Characters on its Enemy card.
NM 2630
- Gain Goal 1. A Character on the [X icon] or adjacent to it may spend 2 [gold icon] to pick up some fruit: recover 1 [red icon] and discard 1 [red icon]. Each time a Character picks up fruit, place 1 [red icon] token on the [X icon]. When there are five [red icon] tokens there, there will be no more fruit. Characters who have eaten ignore the Special Rule of "Starvation" during the rest of this Adventure Phase (i.e., may recover [icon] normally).
NM 2635
- The fierce pirate met his ending, most likely a better death than he deserved. He is still carrying a small chest in his left hand. You open it anxiously and are happy to find a few small jade bones.
- Gain Goal 4 and the legendary item "Mictlan's Jade Bones."
- From now on, draw an additional TT each Incident Round. If the Characters have achieved Goals 3 and 4, read NM 2029.
NM 2640
- Place a Ghost on an empty space with no adjacent Characters (if possible). It immediately takes a turn.
- Place Goal 5 on the furthest space of the Tile furthest from the boat.
- From now on, during the Incident Round, roll 1d6. On a result of 1 or 2, advance the Pirate Flag one space. On any other result, randomly draw a TT from the supply of Cave tiles already in play and place 1 Ghost there. Put the TT back on the same supply face down and shuffle it well. If there are not enough Ghosts, one Ghost adjacent or closest to a Character takes an additional turn.
- When a Character achieves Goal 5, they must read NM 1926.
NM 2642
- The Character that revealed this Tile may spend 3 [gold icon] or 1 [red icon] to make a [Strength icon] 4 roll and help the man. If you cannot or do not want to do it, skip the following rule.
- Success: Remove the TT. Then, remove up to three Redcoats that are not adjacent to any Character.
- Failure: Remove the TT. Advance the Pirate Flag one space and lose all your [gold icon].
NM 2644
Narrative only; the rule text on this page is the warehouse description and the goods search, continuing in the next section.
NM 2644 (continued): Make a normal roll and check the Enemy Chart. After all the Enemies on this Tile are defeated, if a Character wants to take a "Search" action, they must make a [eye icon] 3 roll. If successful, flip the TT in the room instead of drawing a Search card.
NM 2649
- From now on, whenever a Buccaneer is defeated, place a Drowned One on its space instead of a Fallen Enemy token.
NM 2652
- A Character with Goal 1 or 2 on the [X icon] may spend 1 [gold icon] to place the shining stone in an eye socket. When that happens, place 1 [red icon] token on its space. If the space has 2 [red icon] tokens, read NM 2284.
NM 2661
- Gain Goal 1. This Goal does not take up a space in your inventory.
NM 2684
- Roll 1d6 to generate Enemies on this Tile. This Ghost is La Llorona. Regardless of the number of Characters in play, use the values for 4 and 5 Characters on her Enemy card. When La Llorona is defeated, read NM 2163.
See picture – Tile c6.
NM 2686
- The door remains closed. A Character with Goal 1 may spend 1 [gold icon] to insert it in the door. Then, they must read NM 2212.
NM 2709
- Gain Goal 1.
NM 2720
- Gain Goal 3.
NM 2722
- Gain Goal 2. A Character with Goal 1 and adjacent to the hatch may spend 1 [gold icon] to open it.
- After the hatch is opened, a Character adjacent to it may spend 1 [gold icon] to climb down the ladder inside. When a Character does so for the first time, they must read NM 2903.
NM 2724
- The Captain must write down "Acpaxapo was freed" on their Record Sheet. During the next Port Phase, players start with -5 [gold icon], as the Brotherhood's punishment for freeing the mermaid.
NM 2740
- After all the Enemies are defeated, if a Character takes a successful "Search" action, they must read NM 2748.
NM 2743
- Place your Character adjacent to the entry space to Tile s7. Remove Tiles s1 and s7. All of the Enemies on those Tiles are automatically defeated and removed. The Character that destroyed the fort gets the Fame from all the Enemies defeated this way.
NM 2748
- Gain Goal 1. This Goal does not take up a space in your inventory. If the Characters have also achieved Goals 2 and 3, read NM 1299.
NM 2773
- Gain Goal 1. A Character may use this Goal to remove the Shackled condition from themselves or any Character adjacent to them. A Character that removes the Shackled condition from another player gains 1 Fame.
NM 2795
- The Adventure ends successfully. The Character with Goal 1 gains the Captaincy. Also, they gain 1 Schooner, 4 [icon] and 50 Coins as Crew Booty.
NM 2817
- Hand Goals 1 and 2 over to the Captain. Before the beginning of the Adventure, the Captain may give any Goal to another Character. After that, Goals cannot be exchanged and they do not take up space in the inventory. If a Character is Knocked Out, any other Character may Loot their space to pick a Goal up.
- Goal 1 (Wisdom Pumpkin): Add +1 to all your [icon] and [icon] rolls.
- Goal 2 (Ix Chel's Rainbow): You may spend 3 [gold icon] to make an [blue icon] 4 roll. If successful, place your miniature adjacent to a Character of your choice.
NM 2830
- Choose the Character with the most [red icon] and place a Buccaneer on a space adjacent to them. If there are not enough Buccaneer miniatures, use any other figure to represent him. This Enemy attacks immediately.
- When a Character Loots the Fallen Enemy token from this Enemy, discard the token with no effect and choose any card from the Gear deck.
NM 2839
- Place Goal 1 on the [red X icon]. A Character adjacent to it may take a "Pick Up" action to pick it up. When they do, they receive 1 Axe.
NM 2850
- You put the items you have collected in their corresponding spots: the solid gold sphere, the frozen metal cylinder and the cube. The Mummy is now Active. Ignore the red area. From now on, roll 1d6 at the beginning of each Incident Round. On a result of 1 or 2, advance the Pirate Flag one space and place a Skeleton on an empty space closest to the Mummy.
- When a Character Loots the Fallen Enemy token from the Mummy, they must read NM 2920.
NM 2854
- Remove the No Exit token on Tile t4. From now on, ignore the Temple rule (rolling 1d6 during the Enemy Round). When a Character enters Tile i10 again, they must read NM 2277.
NM 2856
- A Character adjacent to the door may spend 2 [gold icon] to make a [red icon] 4 roll and break it down. If the Character also has an Axe, make a [red icon] 3 roll instead. If successful, they must read NM 1722.
NM 2860
- Place a Skeleton on the [X icon] on this room.
NM 2868
- Place a Buccaneer on each red space of Tile s1, and Goals 4 and 5 on the [X icon].
- A Character may spend 2 [gold icon] and make a [red icon] 5 or [blue icon] 4 roll to try to open the prison door.
- When a Character is adjacent to Goal 4 or 5 for the first time, draw a random Ally card to represent the prisoner. The Character gains the Goal and controls the Ally, who can only take movement actions. If the controlling Character is Knocked Out, any other Character adjacent to the prisoner gains the Goal and controls their movement.
- Both prisoners are priority targets for Enemy attacks. If a prisoner is Knocked Out, remove their miniature and Ally card from the game and discard their Goal token. After the first prisoner is liberated (i.e., is under the control of a Character), at the beginning of each Incident Round, roll 2d6 instead of 1, and apply both results.
- To complete the Adventure, Characters must return to the boat on Tile s5 with the prisoners. If the prisoners are Knocked Out, the Characters must still get to the boat. When that happens (with or without prisoners), read NM 1764.
NM 2873
Narrative only, except the rule text at the end of the paragraph:
- The obstacle does not budge one bit, but you are startled when you notice something shaking in your purse... the idol! You open the purse and take the idol out.
- Keep reading in the next section of this NM.
NM 2879
- After all the Enemies in this room are defeated, if a Character takes a successful "Search" action there, they must read NM 2074.
NM 2896
- Place a Ghost on this Tile following the normal rules for placing Enemies. This Enemy is the Echo of La Llorona. Regardless of the number of Characters in play, use the values for 1 to 3 Characters on its Enemy card.
- From now on, if the Echo of La Llorona has been defeated, roll 1d6 at the beginning of each Incident Round. On a result of 1 or 2, place 1 Ghost (another Echo) adjacent to a random Character.
NM 2903
- Place Tile c1 separate from the others and your Character on one of the green spaces.
- When all Characters have entered the Cave, do not generate any new Bounty Hunter. Characters cannot go back to the village from the tunnel.
NM 2908
- Captain Moses approaches you and makes a cut on his palm with a knife. He extends it to meet yours.
NM 2913
- Gain Goal 2. This Goal does not take up a space in your inventory. Place a Longshade on any water space. After the Enemy is defeated, the Character with Goal 2 continues reading.
- If the Characters have also achieved Goals 1 and 3, read NM 1299.
NM 2917
- After both Enemies are defeated, the Character that defeated the last Cursed One gains Goal 3. Then, they must read NM 1471.
NM 2920
- Gain the legendary item "Acan's Bowl." To complete the Adventure, Characters must return to the boat on Tile i7 with the Bowl. When that happens, read NM 1847.
NM 2936
- Place Goal 1 on the [yellow icon] and a Cannibal on each [X icon]. After all the Enemies on this Tile are defeated, if the Characters have achieved Goal 3 or Goal 4, read NM 1850. Otherwise, continue reading.
- A Character adjacent to the space with the Goal gains control of the kid (NPC). He has a [icon] of 3. The Character controlling the NPC may also spend 1 [gold icon] to pick up Goal 1, but they must use one of their hands to carry it.
NM 2944
- The temple door is just a huge slab of stone. Read the carved plaque and figure out the order in which to pull the levers. If you wish, you can keep the door locked and recover the [gold icon] spent to open it.
- Temple door Rules: unless otherwise noted, all Temple doors have a similar lock system. Write down the code of this NM on your Record Sheet for reference.
- If a Character wants to take an "Open Door" action, they must make an [blue icon] 4 roll.
- Success: You interpret the symbols correctly. The stone slab shakes briefly and then starts to slide slowly into the ceiling. The door is opened! Advance the Pirate Flag one space, and then make a die roll and check the Enemy Chart (Temple).
- Failure: A set of stone tiles starts to move above your head. What was a small trickle of water gives way to a steady flow that starts to flood the room.
- Flood Rules: When a Character fails to open a door, roll 1d6 and place any token (red icon) on the Temple tile that matches the result. The maximum of tokens on a Tile is 2. All spaces with 1 or 2 tokens are considered to be water spaces (Special movement rules apply). Tiles with 2 tokens are considered to be completely Flooded. If a Character starts their movement on a Flooded Tile, they must flip all their firearms (wet powder) and make a successful [red icon] 4 roll or get 1 [red icon] (from lack of air). Ignore Chasm spaces on Flooded Tiles. If all the Temple Tiles are Flooded, the players fail the Adventure.
NM 2955
- Place a No Exit token on each [X icon]. A Character adjacent to a [X icon] may spend 2 [gold icon] to make a [red icon] 4 roll and remove some vines. If successful, discard 1 No Exit token. When both No Exit tokens are discarded this way, read NM 1968.
NM 2967
- Place a Bootbiter on each [yellow X icon]. These Enemies do not move or attack, nor can they be attacked. Roll 1d6 to generate Enemies (Temple) normally on this Tile.
NM 2970
- Place an Amazon on each [yellow X icon]. Place another Amazon (La Biriteca) on the [red X icon]. Use any token to distinguish her from the other two. Regardless of the number of Characters in play, use the values for 4 and 5 Characters on her Enemy card.
- If a Character wrote "Honorable Death" in the previous Adventure, continue reading.
- The Amazon queen takes a moment to speak with the other warriors, who kneel obediently. They turn around and run off. The leader turns to you. In silence, she makes a fist over her chest and bows her head in a sign of respect. After that, she jumps gracefully over a chasm and disappears the same way the other two warriors did.
- Remove all three Amazons from play.
NM 2984
- You get close to the lifeless body of the British officer. The pouch hanging from his belt looks interesting. You open it up and find several coins and a wax-sealed parchment. It looks like you found Captain Moses's reward: 50 Coins and a sailing safeguard.
- Gain Goal 2 (50 Coins and a Safeguard – write it down on your Record Sheet). During any Voyage Phase, you may discard the Safeguard to change a Cutter's behavior from Aggressive to Neutral.
NM 2988
- Place Goal 2 on the [red X icon]. A Character adjacent to it may take a "Pick Up" action to pick it up. When they do, they receive 1 Sword.
NM 2997
- Remove the No Exit token from this Tile. Its water spaces now follow the normal rules. Place a Mermaid on the [yellow X icon] and a Drowned One on each [red X icon].
- This Enemy is Paxutla, the witch mermaid. Regardless of the number of Characters in play, use the values for 4 and 5 Characters on her Enemy card. At the beginning of her turn, roll 1d6. On a result of 1 or 2, Paxutla summons a Drowned One (place it on a space adjacent to her). When Paxutla is defeated, read NM 1110.