Sombras Sobre Isla Negra
Sombras Sobre Isla Negra Rulebook
Table of Contents
Table of Contents
Fighters
Roku Shoju
Fighter of the Fox Shaolin School in Mariggion.
A promising pupil of Master Nori Akunawa. His motivation for coming to Black Island is to be consecrated as a Kung Fu master. His master has demanded the fruit to prove that he is a worthy successor.
His honour is at stake, and he wants to prove he deserves to be treated as a master. I think he will be surprised when he sees that he too is coming to Black Island...
Fushi Akunawa
Youngest daughter of Master Nori Akunawa.
From a young age her father forbade her to study the Shaolin Art. He wanted her to become a proper young lady, but she persisted. She found a place from which to spy on the classes her father gave to Roku Shoju. Her tenacity let her learn to a very high level.
She comes to Black Island to win the fruit and carry it to her father, and to show him that being a woman does not make her fight worse than a man.
Nestor Valdez
I met Nestor in Revki. In that cursed city, whoever does not keep an eye open ends up very badly.
In an alley I found Nestor, facing four local troublemakers. I had never seen anyone so sure of himself. In a trice he finished off all four, and turned toward me threateningly. Then I suggested he come to Black Island.
His motivation is as clear as the phrase he said to me: "With a fruit like that, I don't know whether I would get richer or more powerful, but I like both ideas."
Mai-Lo Verion
I found Mai-Lo in the deep lands of Murdacoi. He was training, striking a stone wall with his elbows and knees. The power of his blows was wreaking serious damage on the wall. I went over to talk to him, and he quickly answered that he would come.
He told me about the great epidemic ravaging his people, and how the fruit would help him cure his people.
Game Rules
Components
- 27 cards per fighter (4 fighters)
- 1 Initiative card
- 1 Quick Reference card
Objective
Shadows Over Black Island is a fighting game. Each fighter who takes part in a fight begins the game with 22 Life Points (LP). Each game is played as a best of 3 Rounds.
When a player (or players) reduces the LP of their opponent (or opponents) to 0 or less, that player (or those players) is declared the winner of the Round. To win the Fight, a player must win 2 Rounds.
Setup
Each player chooses a fighter, shuffles their combat deck, and reveals the card that ended up last in the deck. If this card is an UPGRADE, the player must shuffle again and repeat the procedure until the last card of the deck is not an upgrade. Then each player draws 5 cards from their deck, and initiative is determined.
For 2-player fights we recommend deciding initiative with the popular game Rock, Paper, Scissors. For fights of 3 or more players, roll a die or use any other random method.
The player who wins the draw places the Initiative card in front of them, and passes it to the player on their right at the moment their turn ends.
Table layout
- Character card
- Combat deck
- Upgrade card
- Used techniques pile
The combat deck is where cards are taken from during successive turns. (At the start it is the only pile of cards, and they are face down.)
Upgrade cards serve to improve a fighter. They are placed face up on the table. Once an upgrade takes place they go to the discard pile.
The used techniques pile is where discarded or played cards are left.
Turn sequence
Each time a player receives the Initiative card, their turn begins. They must take the top card of their combat deck, provided they do not hold more than 13 cards in hand.* (The player who starts the game does not draw a card on their first turn.) If there are no cards left in the combat deck, the player must take the used techniques pile, except for the card on top of it, shuffle the rest and place it where the combat deck goes. Then they may draw the card.
*(New rule. The original marks this clause in red with the margin label "*nueva regla", meaning "new rule".)
After this, the player has 3 options:
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Play a card: They may play a card from their hand. They must place it in front of them so that all combatants can see which technique they are using. Whenever a player uses a card, they place it on top of the previous one in the used techniques pile, so that only the last card used remains visible. If the card played is a Strike, the player must indicate which of their opponents they are attacking.
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Discard the whole hand: If none of the cards in their hand interests them, the player may discard their entire hand, placing the cards on the used techniques pile in any order they like, and take the top five cards of their combat deck. No card may be played during this turn. Therefore, once the five cards have been taken from the combat deck, the Initiative card must be passed to the player on the right.
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Pass the Initiative: It is not necessary either to play a card or to discard the hand. The player may simply pass the Initiative card to the player on their right.
Combat
When a player uses a Strike card to attack one of their opponents, any of the opponents may intervene in the combat by using a Response card.
Players may use cards of the level they are at, and of all the levels below it. A Basic fighter may only use Basic cards. An Advanced fighter may use Basic and Advanced cards. An Expert fighter may use Basic, Advanced and Expert cards. A Master fighter may use Basic, Advanced, Expert and Master cards.
Upgrading
All players begin as Basic fighters. Each combat deck contains 4 Upgrade cards. These cards are used by placing them on the table next to the character card. When you play 2 Upgrade cards on the table, place both on the used techniques pile. This represents the fighter's advance to a higher level.
The fighter levels are: Basic (symbol: three horizontal strokes), Advanced (symbol: three strokes crossed by a slash), Expert (symbol: one stroke), Master (symbol: two strokes).
The level markers are graphic symbols in the original printing; the text layer does not carry them, so they are described here.
When an Expert fighter plays their second Upgrade card, thereby becoming a Master, they do not place the two Upgrade cards on the used techniques pile. Instead they leave them on the table next to the character card. Each time a Master fighter uses a Master technique, the player must "spend" one of their Upgrade cards. They must first place the Upgrade, and then place the technique on the used techniques pile. Once a fighter is a Master, they may accumulate as many Upgrade cards on the table as they wish.
Even if a Master runs out of Upgrade cards on the table, the player continues to be considered a Master, but cannot use Master techniques, since they have no Upgrade cards to spend.
Card types
Each combat deck contains cards of 4 types:
- Attack: These cards are used to start an attack.
- Response: These cards are used to respond to an attack or to another response.
- Tactics: These cards are used to gain tactical advantages in combat.
- Upgrade: These cards are used to improve the fighter's style (see UPGRADING).
Game modes
Shadows Over Black Island is a versatile game that allows games from 2 players onward. The player limit is up to you. The following Game Modes are set out:
Duel (2 players)
Each player chooses a character. They fight one against the other. To win, a player must be the winner of 2 Rounds.
Multiple Combat (from 3 players)
Each player chooses a character. In Multiple Combats, all the players fight alone. The objective is to eliminate the rest of the players. Attacks may be launched against any player, and any player may use a response even if the attack was not directed at them. Initiative moves to the right. To win, a player must be the winner of 2 Rounds.
Team Combat (from 4 players; the number of players must be even)
Each player chooses a character. The players are divided at random into 2 teams and seated alternating across the table. Initiative is drawn. Each player may attack any rival. Any player may use a response when an attack is made on someone from their team. Initiative moves to the right. To win, a player must be the winner of 2 Rounds.
Clarifications
- Every card has text that explains what it does.
- When playing a Response that allows you to play a card, you may play any Attack, Tactics or Upgrade card; you may not discard your hand to draw five.
- When a player discards their hand to draw 5 new cards, the player places the cards on the used techniques pile in the order they wish. Only the card left on top of the used techniques pile is visible to the other players.
- Each time a player has to shuffle their combat deck, they must reveal the card that ended up last. If this card is an Upgrade, they must repeat the procedure.
- In games with several players, when a player uses a Response card that allows them to play a card, it is that player who must play the card, not any of their teammates.
Example: Duel
Player 1 chooses Roku Shoju and Player 2 chooses Mai-Lo Verion. They draw for initiative, and the player who starts turns out to be Roku Shoju. Each player shuffles their combat deck, reveals the last card and draws 5 cards. Roku Shoju begins.
- Roku Shoju: Plays a Concentration card (Upgrade) and passes the initiative.
- Mai-Lo Verion: Draws a card. The cards he has don't convince him, so he discards them on the used techniques pile and draws 5 new cards. He passes the Initiative.
- Roku Shoju: Draws a card. Uses a Punch (Basic strike) and leaves it on his used techniques pile. Mai-Lo Verion plays a Dodge (Basic), which, besides avoiding the damage of Roku's attack, lets him play another card. He uses a Catch Your Breath card, so he draws 3 cards and the combat stops. Roku passes the initiative.
- Mai-Lo Verion: Draws a card. Plays a Motivation card (Upgrade) and passes the initiative.
- Roku Shoju: Draws a card. Plays a Concentration card. Because it is the second card he has played, he places both Upgrade cards on his used techniques pile. From this moment Roku Shoju is considered an Advanced fighter. He passes the initiative.
- Mai-Lo Verion: Draws a card. Discards his whole hand and draws 5 new cards. He passes the initiative.
- Roku Shoju: Draws a card. Uses a Kick (Advanced). As his rival is a Basic fighter, there is no response. Mai-Lo Verion loses 2 LP, and Roku passes him the initiative.
- Mai-Lo Verion: Draws a card. Plays a Motivation card, leaves the two cards he has on the table on his used techniques pile, and becomes an Advanced fighter. He passes the Initiative.
- Roku Shoju: Draws a card. Plays a Concentration card (the first he uses while Advanced). He passes the initiative.
- Mai-Lo Verion: Draws a card. Uses a Kick (Advanced), and Roku Shoju uses a Counter (Advanced). At this point the damage Mai-Lo Verion would receive is 3 points (2 from the kick + 1 from the Counter). Mai-Lo Verion uses a Block (Advanced), and since this card lets him play another, he uses a Knee Strike. Roku Shoju cannot avoid it, so he loses 1 point of damage and his next turn. Mai-Lo Verion passes the initiative.
Example: Team Combat
This is an example of a 4-player game in which the players divide into 2 teams. After drawing at random, the teams are formed by Roku Shoju and Nestor Valdez, against Nori Akunawa and Mai-Lo Verion. (Nori Akunawa is named in this example but has no fighter profile in this edition of the rulebook.) They sit alternating around the table. The players draw for initiative, and Nestor Valdez wins. Each player shuffles their combat deck, reveals the last card and draws 5 cards. Nestor Valdez begins.
- Nestor Valdez: Plays a Rage card (Upgrade) and passes the initiative to the right.
- Nori Akunawa: Draws a card. Uses a Punch (Basic). Since he has several rivals, he must indicate which of them he attacks. He decides to attack Roku Shoju. Roku Shoju has nothing to avoid the blow, so he asks his teammate, Nestor Valdez, for help, who uses a Dodge (Basic) and a Wait and See card (Basic). Nestor Valdez draws 3 cards and discards 1 of them. Nori Akunawa passes the initiative to the right.
- Roku Shoju: Draws a card. Discards his whole hand and draws 5 new cards. He passes the initiative to the right.
- Mai-Lo Verion: Draws a card. Plays a Motivation card (Upgrade) and passes the initiative to the right.
- Nestor Valdez: Draws a card. Plays a Rage card, which is his second, so he leaves both on his used techniques pile and is considered an Advanced fighter. He passes the initiative to the right.
- Nori Akunawa: Draws a card. Discards his hand and draws 5 new cards. He passes the initiative to the right.
- Roku Shoju: Draws a card. Plays a Concentration card (Upgrade) and passes the initiative to the right.
- Mai-Lo Verion: Draws a card. Plays a Motivation card, leaves the two cards he has on the table on his used techniques pile, and becomes an Advanced fighter. He passes the initiative to the right.
- Nestor Valdez: Draws a card. Uses a Kick (Advanced), naming Nori Akunawa as the target. Nori Akunawa cannot do anything to avoid it, since he is only a Basic fighter. But Mai-Lo Verion, who is Advanced, uses a Block (Advanced), and since this card lets him play another, he places a Motivation card on the table. Nestor Valdez passes the initiative to the right.
Transcriber note: the original prints "Mai-Loverion" in one place, a line-break artifact; it is rendered here as "Mai-Lo Verion" like every other occurrence. The example in the original ends at this point on page 15; the following page 16 of the PDF is a publisher advertisement for the expansion and the card game ORKO, which is not rules text and is omitted.