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The Neverland Rescue

The Neverland Rescue Rulebook

Table of Contents

Table of Contents

  • Overview of the Game
  • Components
  • Setup
  • Game Play
    • Step 1: Captain Hook - Draw and Place Neverland Cards
    • Step 2: Peter Pan - Select a Companion and Location to Search
    • Step 3: Captain Hook - Select a Pirate and Location to Guard
    • Step 4: Peter Pan - Reveal Pan's Location and Resolve
    • Step 5: Captain Hook - Raid One Hideout
  • End of the Round
  • Companion Abilities
  • Resolving Locations
    • Card Type: Rescue (Silver Border)
    • Card Type: Action (Gold Border)
  • Belief Track
  • End of Game

Overview of the Game

The Neverland Rescue is an asymmetrical game in which one player takes on the role of our hero Peter Pan and the other takes on the role of the treacherous Captain Hook. Hook will receive clues and use his dastardly henchmen to determine the final 5 hideouts of Peter Pan and his companions. Peter Pan will be attempting to rescue his captured friends and save the land he loves while keeping his remaining companions safe. All the while, players will feel the pull of their belief in Fairies, which can also lead to a victory in Neverland. To join the rescue, just head to the second star to the right, and straight on til morning!

Components

  • 10 Character Standees (5 Companions & 5 Pirates). Includes Card Stands (not shown).
  • 38 Neverland Cards.
  • 10 Hideout Cards. Includes Card Stands (not shown).
  • 40 Clue Tokens (20 Generic Clue Tokens, 20 Hideout Clue Tokens).
  • 3 Goal Cards.
  • 3 Location Cards.
  • 2 Reference Cards.
  • 1 Belief Token.
  • 1 Neverland Board.
  • 1 Rulebook.

Setup

Perform the following steps to setup the game:

1. For the Peter Pan player:

a. Take the 3 Location Cards.

b. Pan shuffles the 3 Goal Cards and randomly selects 1 in secret without Hook seeing it. Place the others back in the box unseen.

c. Shuffle the 10 Hideout Cards and randomly draw 5. These will be your Hideouts for the game. Place the 5 selected Hideout Cards in standee bases and stand them so only the Peter Pan player can see them. Place the unused Hideout Cards back in the box unseen.

d. Take the 5 Companion Standees and place 1 randomly in front of each of the 5 Hideout Cards.

e. Take all the clue tokens and place them nearby.

2. For the Captain Hook player:

a. Take the Captain Hook Standee and place it in the play area.

b. Select two other Pirate Standees at random with the Captain Hook Standee. These are the Pirates that will be used during the game.

c. Place the remaining Pirate Standees back in the box as they will not be used this game.

3. Place the Neverland Board in the center of the table with the Tink side of the belief tracker in the direction of the Peter Pan player (as shown).

4. Place the Belief Token on the center space of the belief track on the Neverland Board.

5. Shuffle the Neverland Cards and place them face down on the table to create the Neverland Deck.

6. Give each player a Reference Card with their respective side placed face up.

Game Play

Each game is played in a series of rounds until either Hook has correctly guessed all 5 of Pan's hideouts, Pan has rescued his friends specified on his goal card, or one of the players has fully advanced the Belief Track in their direction. Each round comprises the following steps:

  1. Captain Hook draws 6 Neverland Cards from the Neverland Deck and places two cards of their choosing in a column below each of the 3 Neverland locations. Hook can place the 6 cards in any arrangement they choose as long as there are 2 at each location.
  2. Peter Pan will select one of their Companion Standees and then secretly chooses one of the Location Cards, representing where they will search for their friends and collect cards from the Neverland Board.
  3. Captain Hook chooses one of their Pirate Standees and declares which location they will be guarding and collecting cards from.
  4. Peter Pan reveals the Location Card that was selected and the locations are then resolved.
  5. Captain Hook may raid 1 Hideout.

Each of these steps are further described below...

Step 1: Captain Hook - Draw and Place Neverland Cards

Captain Hook draws 6 Neverland Cards from the deck and then places 2 cards of their choosing below each location on the Neverland Board (locations indicated by the icons along the bottom edge of the board). These cards should all be placed face-up for both players to see.

Step 2: Peter Pan - Select a Companion and Location to Search

Peter Pan selects a Companion Standee and moves that standee forward to signify it will be the one that will search. Pan may use that Companion's special ability (which are listed on Pan's Reference Card) this round only if the Companion's standee was selected to search. An exhausted companion cannot be chosen. If all 5 of Pan's companions are exhausted, the location is searched without a companion.

Pan then secretly chooses one of the 3 Location Cards that represents where they would like to search and places that card face down in front of them.

Step 3: Captain Hook - Select a Pirate and Location to Guard

Captain Hook chooses one Pirate Standee and declares the Neverland Location they will be guarding. The player then places the standee on top of that location's symbol on the Game Board to signify their decision.

Step 4: Peter Pan - Reveal Pan's Location and Resolve

Peter Pan reveals their chosen Location Card and compares with the location Captain Hook decided to guard. Based those locations, the players will do the following...

If the players are not in the same location:

Neverland is all quiet at the moment. Each seperate location is resolved by:

  • Take Neverland Cards. Peter Pan and Captain Hook each take both cards from their respective locations and resolve those card's actions -- see the Resolving Location section. Peter Pan resolves first, followed by Captain Hook.
  • No Pirate Ability. For Captain Hook, the Pirate Standee guarding a location does not trigger its ability this turn as the players are at different locations.

If the players are in the same location:

Hook has found Peter Pan! The shared location is resolved by:

  • Split the Neverland Cards. Peter selects a card first followed by Captain Hook. Cards are resolved as they are taken -- see the Resolving Location section.
  • Activate a Pirate Ability. Hook may activate the ability of the Pirate Standee guarding this location -- see Reference Card for summary of Pirate Abilities.
  • Exhaust Companion. As a bonus, Hook gets to exhaust (remove from the game) the Companion Standee that Pan used to search this location -- see Companion Abilities section.
  • Provide a Hideout Clue. When a Companion is exhausted, Pan must give a Hideout Clue that matches one of the symbols from that Companion's hideout -- see Companion Abilities section (bullet 2).

Step 5: Captain Hook - Raid One Hideout

Captain Hook may choose to declare one of the ten Hideouts to raid. If that hideout is one of the Hideout Cards in front of the Peter Pan player, then Pan must reveal it and lay the card face up on the table. If there is a companion in front of that location that has not been exhausted, it is exhausted now - that companion can no longer be used by Pan.

If the location is NOT one of Pan's, then Neverland GAINS 2 belief and the Belief Tracker is moved 2 spaces towards the Tinker Bell end of the track.

Captain Hook can only make ONE guess per round, so their guess must count. However, there are several cards in the game that will allow Hook to make additional guesses. If they feel they're falling behind, they'll have to make sure they grab one of those cards!

Hook's goal is to find all five hidden locations. When Hook raids the 5th and final hideout, they instantly win!

End of the Round

At the end of the round, discard any Neverland Deck Cards remaining below the Neverland Board, Pan takes back the Location card, and play start back at the first step of the round: Captain Hook selects 6 Cards from the Neverland Card Deck.

Companion Abilities

During the round, Peter Pan may choose to use the Compainion they selected to search with in Step 2. The timing during the round in which the ability can be used is denoted on the companion reference card. If no specific time during the round is mentioned, it can be used at any time during the round.

To use a Companion, perform the following 3 steps:

  1. Exhaust the Companion - remove the Companion from the game and place it back in the box.
  2. Place a Hideout Clue token in front of the hideout associated with that companion.
  3. Resolve the companion's ability.

You may only use each Companion once per game, and only one can be used each round (the one chosen to search the location with Pan). If Hook found Pan, the character will be exhausted by Hook before Pan has the opportunity to use the companion's ability, unless John was the chosen companion. John's ability activates before Hook resolves finding Peter Pan.

If you used a Companion associated with Mermaid Lagoon, after the Companion Standee is removed, you must place either a Water token or house token in front of that hideout.

Ally Abilities (the "Ally Abilities" panel, listed top to bottom beside the companion portraits):

  • Take a RESCUE CARD from another location after locations are resolved.
  • Hook raids one less hideout this round.
  • Move to a different location if Hook searches the same location as you.
  • Discard an ACTION CARD before locations are resolved.
  • Discard one RESCUE CARD for Neverland to GAIN 1 belief.

Resolving Locations

A player may resolve the cards at their selected location in any order they choose. There are two types of cards: Rescue Cards (Silver Border and Banner) and Action Cards (Gold Border and Banner). You'll also note that each card has two sections: The top half denoted with Peter Pan and bottom half denoted with Captain Hook. Each section identifies how the card is resolved for either player. For example, an Action Card may have a different effect depending on which player uses it.

Card Type: Rescue (Silver Border)

If Peter Pan receives a Rescue Card, it will count as 1 friend of that type being rescued. Pan should take that card and place it face-up in front of them to show who has been rescued so far. If Peter rescues 5 cards depicting the friends shown on his Goal card, then they win immediately. Otherwise, the cards remain face up so they can be seen by both players.

When fulfilling their goal card, Peter Pan is required to rescue 5 of a specific type of friend. Any other friends rescued that are of a different type can count as a wild at a 2:1 ratio. So, two rescued Lost Boys cards can be considered either one Fairy card or one Mermaid card. Likewise, one Lost Boy card and one Fairy card can be considered one Mermaid card.

Although 3 Lost Boys are pictures, Rescue cards count as only a single rescued friend if Pan gets the card.

The card depicting all three types of Peter's friends on it is considered a wild card and can count as any single friend type.

If Hook captures a Rescue Card, they will force Peter Pan to reveal clues about Pan's secret hideouts. For each clue that needs to be resolved by Hook, Peter Pan will place a number of Generic Clue Tokens onto the card that match the symbol(s) or named location. The card is kept face-up in front of Hook for the remainder of the game, so they may reference it as they try to track down Pan's hideouts.

When Hook captures a Rescue Card, Pan has to place Generic Clue Tokens based on the number of those symbols displayed on the hidden Hideout Cards.

The example below provided a few demonstrations of how the clue giving should be performed:

If these were the 5 Hideout Cards Peter Pan has in front of them... (Kidd's Creek, Fairy Grove, The Little House, Neverbird Nest, Tiger Lily's Camp)

If Hook's Rescue Card Shows...Peter Pan Must ...Generic Tokens Placed (based on the 5 Hideouts above)
A single green tree symbolPlace as many Generic Clue Tokens as there are total of that symbol on all of Pan's Hideout Cards.3
A brown hut symbol and a grey mountain symbolAdd the total of the two symbols seen on the Hideout Cards and then place that many Generic Clue Tokens on this card.4
A named location: Never Bird Nest (with its grey mountain and green tree symbols), Tiger Lily's Camp (with its brown hut and grey mountain symbols), or Slightly Gulch (with its blue wave and orange sun symbols)Place one Generic Clue Token on the card for each of the locations listed among the Hideout Cards in front of Peter Pan. Plan will place between zero and three tokens.2

As the game proceeds, Hook may alter or move the clue tokens on these cards as they feel fit. However, they may not ask Pan to reset the correct number of clues or to answer questions about the card. Pan is only responsible for the initial placement of clues on the card.

Card Type: Action (Gold Border)

There are two types of Action Cards: those with a warning-triangle symbol and those with a hand symbol. Action cards with a warning-triangle symbol must be resolved instantly. Action cards with a hand symbol may be kept in the player's hand and resolved later. Action cards have many different abilities, so be sure to read the text fully and evaluate the correct section of the card. A player may play as many Action cards from their hand as they would like each turn.

This type of Action has to be played immediately (i.e. warning-triangle symbol).

These Actions can be retained in a player's hand for later use (i.e. hand symbol).

Belief Track

The amount of belief in fairies is tracked in the Belief Tracker on the game board. Actions in the game will cause Neverland to either gain or lose belief.

Any card or action that results in gaining belief will cause the tracker to move towards the Tinkerbell end of the belief track, or along increasing fairy dust (in the direction pointed to by the green arrow). Neverland Deck cards can allow for gaining 1 belief and if Hook incorrectly raids a hideout Neverland gains 2 belief!

Any card or action that results in losing belief will cause the tracker to move towards the Hook end of the belief track, or along decreasing fairy dust (arrow pointing in the direction of the red arrow).

If the belief track ever reaches Tinkerbell, children truly believe and Pan wins instantly! If it reaches the Hook, all hope is lost and Hook wins instantly!

The Belief Token moves along the Belief Track throughout the game. If it moves 4 "ticks" in either direction, that player immediately wins!

  • Hook wins: Everyone Grows Up!
  • Pan wins: Fairies Do Exist!

End of Game

The game can end in several ways:

  • Peter Pan's 5 hideouts have all been raided by Captain Hook. In this case, Captain Hook wins!
  • Peter Pan rescues 5 cards depicting the friends that match their Goal Card. In this case, Peter Pan wins!
  • The Belief Track moves all the way in one direction and lands on one character. If this happens, that player automatically wins!