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Swashbuckler: A Game of Swordplay and Derring-do thumbnail

Swashbuckler: A Game of Swordplay and Derring-do

Swashbuckler: A Game of Swordplay and Derring-do Rulebook

Table of Contents

Table of Contents

  • Movement Orders
  • Action Orders
  • Swordplay Orders
  • Sword and Dagger Attack Table
    • Sword and Dagger Attack Modifiers
    • Defensible Squares — Swordplay Diagrams
    • Indefensible Situations
    • Broken Weapons Chart (OP)
    • Injury Effects
    • Swing Distances
    • Shoving Match Chart
  • Special Attacks and Incidents Table
    • Thrown Chair and Falls From Height
    • Thrown Mug
    • Waved Hat
    • Thrown Sword
    • Thrown Dagger
    • Kick
    • Shoved or Flipped Table
    • Shoved Chair
    • Character Unit on Shoved or Flipped Table
    • Character Unit on Yanked Carpet
    • Shoving Match
    • Topple Shelf
    • Slip on Broken Full Mug Unit (OP)
    • Notes
  • Optional Character Determination
  • Random Set Up

Movement Orders

OrderCode
Back StepB-
Climb (Up or Down)A*
CrawlC_--
Go PronePR-
Jump (Up or Down)J_-
Left TurnL
Rest-
Right TurnR
RunRUN(OP)
Side LeftSL
Side RightSR
Stand UpUP-
Step Forward1-
Step Forward & Kick1K--
SwingG_--

STUN: Circle notation in Step Column.

Units carrying a Treasure Chest may not Climb, Jump, or Swing.

* Number of rests equals elevation change.

Action Orders

#OrderCode
1Throw DaggerWD
2Throw SwordWS-
3Wave HatWH
4Throw MugWM
5Shove ChairVC
6Topple ShelfWT
7Shove TableVT
8Yank CarpetY--
9Flip TableFT--
10Throw ChairWC--
11Pick Up SwordPS-
12Pick Up DaggerPD-
13Pick Up ChestPC--
—BlockX-

If a conflict arises for an object to throw, the larger Expertise wins. If a conflict arises for shoving, yanking, or toppling, the larger Strength wins. Prone Characters may not perform Action Orders.

Swordplay Orders

OrderCode
LungeN-
ParryP-
Parry & LungePN-
Running Lunge1N-
SlashS-
Stab (Dagger)SS-

Prone Character units may not Lunge, Slash, or Stab.

Units carrying a Treasure Chest may not execute Swordplay Orders.

Sword and Dagger Attack Table

Cross-index the Dice Roll with the Attacker's Expertise Difference (each range covers two adjacent columns on the printed card, reproduced below in full).

Dice Roll-10 to -15-10 to -15-5 to -9-5 to -9-3 to -4-3 to -4-1 to -2-1 to -200+1 to +2+1 to +2+3 to +4+3 to +4+5 to +9+5 to +9+10 to +15+10 to +15
965B7B8B8B9B9B10B10B11B11B12B12B13B13B14B14B15B15B
76-954B6B7B7B8B8B9B9B10B10B11B11B12B12B13B13B14B14B
71-753B5B6B6B7B7B8B8B9B9B10B10B11B11B12B12B13B13B
662B4B5B5B6B6B7B7B8B8B9B9B10B10B11B11B12B12B
652H2B4B4B5B5B6B6B7B7B8B8B9B9B10B10B11B11B
642L2H2B2B4B4B5B5B6B6B7B7B8B8B9B

B: Body injuries. H: Head injuries. R: Right Arm injuries. L: Left Arm injuries.

Sword and Dagger Attack Modifiers

  • +4 Col: For a Parry & Lunge (Must Parry First)
  • +3 Col: For a running Lunge
  • +3 Col: If Defender has 1/2 Body injuries
  • -3 Col: If Attacker has 1/2 Body injuries
  • -2 Col: For a Slash
  • -2 Col: For Lunge with Higher Defender
  • -4 Col: For Slash with Higher Defender

Strength Modifiers (OP):

  • +3 Col: Strength of "18+"
  • +2 Col: Strength of "16-17"
  • +1 Col: Strength of "14-15"
  • -1 Col: Strength of "4-5"
  • -2 Col: Strength of "3"

Strange Weapons (OP):

  • -3 Col: Pirates with Rapiers or Musketeers with Cutlasses

Defensible Squares — Swordplay Diagrams

Right Handed (Basic) and Left Handed (OP) diagrams mark which squares around a fighter are Defensible (S) versus which allow only a Lunge or Stab with no defense (blank) — the printed card shows this as an arrow diagram around each fighter; the squares marked S are Defensible Squares.

L: Lunge or Stab (Rapier or Dagger). S: Slash (Rapier or Cutlass).

Indefensible Situations

+30 to Dice Roll: "0" Expertise for Defender.

Indefensible when the Attacker is in an Indefensible square, Throwing, Standing Up, Going Prone, Climbing, Shoving, Yanking, Stunned, Swinging, Flipping, Toppling, or with no Weapon.

If a Dagger defends against a Sword, the result is Indefensible if "4-6" is rolled.

Broken Weapons Chart (OP)

Die RollParry SituationResults
1Rapier vs. DaggerDagger Broken
1-2Cutlass vs. RapierRapier Broken
1-3Cutlass vs. DaggerDagger Broken

Injury Effects

  • All Body or Head Gone: Eliminated
  • 1/2 Body Gone: Move only one Square per Turn. No Jumping, Climbing, or Swinging.
  • Right Arm Gone: May no longer use Sword (Dagger if left-handed) or Throw
  • Left Arm Gone: May no longer use Dagger (Sword if left-handed).
  • Additional Arm injuries become Head injuries.

Swing Distances

  • Equal Heights: 2 or 3 Squares.
  • Lower to Higher: 2 squares
  • Higher to Lower: 3, 4, or 5 squares
  • Swinging into a Square with an opponent is an automatic Kick.

Shoving Match Chart

Difference in Strength-3+-1-20+1+2+3+4+5+
(D) Roll to Succeed11-21-31-41-5Auto

Special Attacks and Incidents Table

Thrown Chair and Falls From Height

Die RollChance to AvoidInjuries if not AvoidedNot Avoided Steps of StunChances to FallSteps of Stun if Falls
1Avoids1B (A)1Falls1 (A)
2Avoids1H (A)2Falls1 (A)
3Hit1R (A)2Falls1 (A)
4Hit2B (A)3No Fall2 (A)
5Hit2H (A)3No Fall2 (A)
6Hit2L (A)4No Fall2 (A)

The Character unit must be in the same square to Throw a Chair unit. A Thrown Chair unit moves a maximum of six squares.

Thrown Mug

Die RollChance to AvoidInjuries if not AvoidedNot Avoided Steps of StunChances to FallSteps of Stun if Falls
1-2Avoids1L1Falls1
3Avoids1B1Falls1
4Hit1H2No Fall2
5-6Hit1R2No Fall2

May be Thrown from the same or an adjacent square. A Thrown Mug unit moves until something is hit.

Waved Hat

Die RollChance to AvoidInjuries if not AvoidedNot Avoided Steps of StunChances to FallSteps of Stun if Falls
1-3Avoids01No Fall0
4Avoids02No Fall0
5-6Hit02No Fall0

Affects all Character units in Defensible squares.

Thrown Sword

Die RollChance to AvoidInjuries if not AvoidedNot Avoided Steps of StunChances to FallSteps of Stun if Falls
1-3Avoids01Falls1
4Hit1R2No Fall2
5Hit3B2No Fall2
6Hit4B2No Fall2

A Thrown Sword unit moves until something is hit.

Thrown Dagger

Die RollChance to AvoidInjuries if not AvoidedNot Avoided Steps of StunChances to FallSteps of Stun if Falls
1-2Avoids01Falls1
3Avoids1R1Falls1
4Hit4B2No Fall2
5Hit5B2No Fall2
6Hit6B2No Fall2

A Thrown Dagger unit moves until something is hit.

Kick

Die RollChance to AvoidInjuries if not AvoidedNot Avoided Steps of StunChances to FallSteps of Stun if Falls
1-2Avoids1B1Falls1
3Hit1B2Falls1
4-6Hit1B2No Fall2

Must be in the same square to Kick. Kicked Character unit is moved back one square.

Shoved or Flipped Table

Die RollChance to AvoidInjuries if not AvoidedNot Avoided Steps of StunChances to FallSteps of Stun if Falls
1-2Hit (B)01Falls1 (C)
3Hit (B)02Falls1 (C)
4Hit (B)02Falls2 (C)
5-6Hit (B)03Falls2 (C)

A Shoved Table unit moves one square. A Flipped Table unit moves its length.

Shoved Chair

Die RollChance to AvoidInjuries if not AvoidedNot Avoided Steps of StunChances to FallSteps of Stun if Falls
1-2Avoids01Falls1
3Hit01Falls1
4-6Hit02No Fall2

A shoved Chair unit moves one square.

Character Unit on Shoved or Flipped Table

Die RollChance to AvoidInjuries if not AvoidedNot Avoided Steps of StunChances to FallSteps of Stun if Falls
1Hit01Falls1
2Hit01Falls2
3Hit01No Fall2
4-5Hit02No Fall3
6Hit02No Fall4

A Character unit moves with the Table unit. (OP) The Character unit Flipping or Shoving must have a Strength Factor equal to or greater than those on the Table.

Character Unit on Yanked Carpet

Die RollChance to AvoidInjuries if not AvoidedNot Avoided Steps of StunChances to FallSteps of Stun if Falls
1-3Hit01Falls1
4-5Hit02No Fall2
6Hit02No Fall3

Move Carpet unit one square in the direction of the Yank.

Shoving Match

Die RollChance to AvoidInjuries if not AvoidedNot Avoided Steps of StunChances to FallSteps of Stun if Falls
1-2(D)01Falls1
3(D)01No Fall1
4-6(D)02No Fall2

Occurs if Character units are in the same square.

Topple Shelf

Die RollChance to AvoidInjuries if not AvoidedNot Avoided Steps of StunChances to FallSteps of Stun if Falls
1-2Avoids1L1Falls1
3Avoids1H2Falls1
4Hit1B2No Fall2
5-6Hit1R3No Fall2

All Mug units on Shelves will break. Shelves will fall into a number of squares equal to the number of Shelves.

Slip on Broken Full Mug Unit (OP)

Die RollChance to AvoidInjuries if not AvoidedNot Avoided Steps of StunChances to FallSteps of Stun if Falls
1-2Avoids1R1Falls1
3-4Avoids1L1No Fall1
5-6Hit01No Fall2

If Falls, will automatically have 1 body injury due to broken glass.

Notes

  • B: Body Injury. H: Head Injury. R: Right Arm Injury. L: Left Arm Injury. 0: No Injury.
  • (A): Use to resolve Falls from Height.
  • (B): Prone unit always avoids a Shoved Table. Standing units are always Hit by a Shoved Table. Prone and Standing units are always Hit by a Flipped Table.
  • (C): Use if a Character unit tries to Stand Up under an Upright Table unit.
  • (D): Use the Shoving Match Chart to resolve.

Optional Character Determination

  1. Strength Factor: Roll one die three times, and add together the numbers rolled. For Pirate units, add "3" to this number.
  2. Endurance Factor: Roll one die three times, and add together the numbers rolled.
  3. Constitution Factor: Add together the Strength and Endurance factor.
  4. Expertise Factor: Roll one die three times, and add together the numbers rolled.
  5. Dexterity: Roll the two dice and consult the Dexterity Table, below:
Dice RollResult
11-61Right-handed
62-65Left-handed
66Ambidextrous
  1. Profile: The Constitution Factor is divided between the parts of the body. At least "1" must be assigned to each part.

Random Set Up

A Character unit is always placed on its own ship.

Dice RollTavernShip
11B2A5
12B5A5
13B8B3
14B11B3
15B14B7
16D1B7
21D4B11
22D7B11
23D10B13
24D13B13
25F3C5
26F6C5
31F9C9
32F12C9
33F14C14
34H1C14
35H4D3
36H7D3
41H10D7
42H13D7
43J2D11
44J5D11
45J8D13
46J11D13
51J14E5
52L3E5
53L6E9
54L9E9
55L12F3
56L14F3
61N2F7
62N5F7
63N7F11
64N10F11
65N12F13
66N14F13
9B
10B
10B
632R2L2H2H2B2B4B4B5B5B6B6B7B7B8B8B9B9B
62---2R2L2L2H2H2B2B4B4B5B5B6B6B7B7B8B8B
61------2R4R2L4L2H3H2B3B4B4B5B5B6B6B7B7B
56---------2R4R2L4L2H4H4H3B3B4B4B5B5B6B6B
55------------2R4R2L3L2H2H4H4H3B3B4B4B5B5B
54---------------2R4R2L4L4L2H2H4H5H3B3B4B4B
53------------------2R3R2L2L4L5L2H4H5H5H3B3B
52---------------------2R4R5R2L4L5L3H4H4H5H6H
51------------------------2R4R5R2L4L5L3H3H4H5H
46---------------------------2R4R5R2L4L5L5L3H4H
45------------------------------2R4R5R3L4L4L5L3H
44---------------------------------2R4R5R3L3L4L5L
43------------------------------------2R4R5R6R3L4L
32---------------------------------------3R4R5R6R3L
31------------------------------------------3R4R5R6R
36---------------------------------------------3R4R5R
35------------------------------------------------3R4R
34---------------------------------------------------3R
11-33NO INJURIES (all columns)