Townsfolk Tussle: Odd Jobs
Townsfolk Tussle: Odd Jobs Rulebook
Table of Contents
Table of Contents
Components
Expansion Components
- 30 Unlocked Peddler Gear
- 4 Unique Gear
- 20 Role Cards
- 132 Locked Peddler Gear
- 24 Deployable Tokens
- Peddler's Journal
- Preparation Stickers & Extra Counters
Using Odd Jobs
"Easy as 1, 2, 3!"
At its core, Odd Jobs focuses on gear and gear synergies, bringing a completely new collection of Peddler gear to Townsfolk Tussle. By following the directions below, the Odd Jobs expansion can be seamlessly integrated into the base game. Odd Jobs is fully compatible with the Foul Neighbors expansion—feel free to use both simultaneously!
Upon Opening
Place the Peddler gear numbered 1-30 behind the Peddler Gear (Odd Jobs) divider. Place the rest of the Peddler gear behind the Locked (Odd Jobs) divider, unshuffled. All other components can be punched and organized.
During Game Setup
Use Odd Jobs Peddler Deck. When playing with this expansion, do not use base game Peddler gear. The base game Peddler deck is replaced by the Odd Jobs Peddler deck, found behind the Peddler Gear (Odd Jobs) divider. If you have unlocked Peddler gear via special objectives, you may move that gear into the Odd Jobs Peddler deck.
Check in with the Peddler. Check the preparations required for your current expedition in the Peddler's Journal (more info on pg.8). If this is your first playthrough, read pg.2 of the Peddler's Journal to get started on your first expedition.
Keep Roles in Reach. By collecting gear sets, townsfolk can acquire a role. Place Role cards (pg.6) near the Odd Jobs Peddler deck.
While Playing
Base Game vs. Odd Jobs Components. All Odd Jobs components are marked with 'OJ' in the top-left corner. This way, you can always identify the difference between Odd Jobs components and base game components while playing.
"New" Gear
"No Refunds!"
The Peddler's gambling habits have left the townsfolk in dire straights. It won't be easy to fend off Ruffians using such garbage gear...but perhaps there's more than meets the eye? Let's hope so!
Odd Jobs Peddler Gear
The Peddler's once-vast selection of goods is now finito. Instead of the base game Peddler gear, you'll be using the Odd Jobs Peddler gear (found behind the Peddler Gear (Odd Jobs) divider). In your first game, only 30 pieces of gear are available for purchase. But don't worry: by completing expeditions and following your instincts, the Peddler's wares will grow exponentially (pg.8).
Odd Jobs Consumables
Unlike most base game consumables, Odd Jobs consumables are not discarded on use, but can only be used once per fight.
Cart Event Gear
Cart event gear is a new gear type that revolves around the Peddler's cart and only appears while shopping. If cart event gear is drawn or revealed when the townsfolk are not shopping, discard it and use the next piece of Peddler gear instead.
Deployables
Deployables are a new gear type that cannot be equipped. As their name suggests, they are deployed onto the landscape for any townsfolk to use. When you receive a piece of deployable gear, you also receive its corresponding deployable token. We recommend keeping your deployable gear along the top of your townsfolk card for all players to easily view them.
Callout: Be sure to take your deployable's token! Keep it on top of the deployable card until you're ready to place it on the landscape.
Deploying Your Deployables
During a fight, on your turn, you may place any of your deployable tokens onto an empty square adjacent to you. Once placed, it cannot be returned to you until the fight ends. While there is no limit to how many deployables you can own, each townsfolk may only have up to two of their deployables on the landscape at once. Deployable tokens are not considered terrain, and do not block movement in any way.
If you are knocked out or removed from the board, your deployable tokens will remain on the landscape. On the other hand, if deployable gear is discarded during a fight, its corresponding token is removed from the landscape. At the end of each fight, all deployable tokens are returned to their owners.
Callout: Only place deployables on empty squares (contains no terrain, characters, other deployables, etc.)!
Using Deployables
Any townsfolk may use a deployed deployable, regardless of who owns it. Townsfolk may only attack with deployables and activate deployable gear abilities while standing on its corresponding token. Some deployables, like the Training Scarecrow to the right, have effects that can be activated by other means.
Finding Your Role
"Think of all the exciting new career opportunities!"
Since half the residents of Eureka Springs have up and left with the Peddler's riches, it's up to the townsfolk to fill the empty roles left in their wake. The key to landing a job? Dressing the part, of course!
Gaining a Role
While the Peddler's new wares might feel like they're lacking, fear not! By assembling a proper outfit, you'll take on a role and unlock your gear's hidden potential.
Most Odd Jobs gear is labeled with a role (or roles) on the left side of the card. As soon as a townsfolk owns a third piece of gear for the same role, they receive that set's corresponding Role card. The gear does not need to be equipped in order to gain the Role card.
Role Cards
Role cards grant powerful abilities (and sometimes unique gear) to give you an edge in battle. We recommend placing your Role card over the left side of your Townsfolk card and embracing your newfound job.
You do not need to equip the gear for your role. You may find it more beneficial to mix and match your gear while utilizing your role ability!
Each townsfolk can only have one role at a time. They are also first come, first served: if a role is owned by a townsfolk, no other townsfolk can earn that role. If a townsfolk would earn two different roles simultaneously, they must choose one to gain.
Changing Between Roles
Whenever a townsfolk receives their third (or higher) piece of gear for a different role, they may choose to gain that Role card and lose their previous Role card. Once a Role card is gained, it cannot be lost otherwise. Even if a player discards or sells the gear that forms their role, they still keep their Role card.
Callout: As soon as you own a third piece of gear for the same role, receive that set's Role card. The gear does not need to be equipped to gain the role.
Role Card Breakdown
Callout: Don't spoil your fun! We recommend only reading Role cards when you gain the role while playing. The roles shown on this spread can be found in your first playthrough.
The breakdown labels three parts of a Role card:
- Role Name: The name of the role you're currently filling.
- Role Ability: Role abilities can be passive, activated, or grant you unique gear. Passive abilities (like on the Instigator to the left) are always in effect. Activated abilities (like on the Tinkerer to the right) can be activated on your turn, once per turn.
- Flavor Text: A little insight into your new role!
A second block on the same spread, titled Petty Theft, reads: You may take an item worth 5 Coins or less from the Peddler's shop before each shopping session. (Its card is otherwise clipped at the page edge.)
Callout: Role cards often synergize with your gear. For example, the Tinkerer role allows you to use scrap parts from your Tinkerer gear to craft new wares!
Callout: We recommend placing your Role card over the left side of your townsfolk card.
The Tinkerer example Role card on this spread reads:
Make It or Break It. Remove a total of 2 counters from your Tinkerer gear during a fight: Reveal the top card of the Peddler deck. You may choose to receive it. If you don't, discard it, then deal 1 DMG to the Ruffian and gain +1 MOX for the fight.
This invention might be a dud—let's chuck it!
Source note: the Tinkerer example card in the printed breakdown runs off the right edge of the page, so the "Starting Gear" line and the rest of the townsfolk card beside it are cut off in the source and are not transcribed.
The Peddler's Journal
"Hey, that's mine—hands off!"
While the townsfolk hustle to restock her shelves, the Peddler keeps a keen eye on their every move, tracking their progress in her trusty journal. She'll let the townsfolk know the best places to find loot, but only if they promise to make the necessary preparations—she needs her customers to come back in one piece!
Expeditions
The initial pages of the Peddler's Journal consist of expeditions, with each expedition containing three locations to explore. When you first play this expansion, you may only make preparations for "First Expedition: Close to Home". Once you've scavenged all three of locations in this expedition, you'll gain access to the next one, along with a little bonus!
Locations: The first expedition contains three locations: Pepin's Bog, Irongut Keep, and the Garbage Pit. To scavenge a location, the Peddler requires you to make some preparations beforehand.
Making Preparations
At the beginning of each game, review the preparations needed for your current expedition. At the end of each game (win or lose), add a sticker to each preparation your party has completed. They are permanently completed for all future games.
Preparations for your current expedition can be completed simultaneously, and in any order. If you manage to make all the preparations for a single location, it's time to loot; read the corresponding journal entry to find out the results! Learn more about journal entries on the next page.
Expedition / Location Breakdown
The breakdown labels the parts of a location card:
- Location Description: The name of the location, along with the Peddler's advice on the location.
- Preparations: Requirements that need to be completed in order to scavenge the location. Place stickers on the thumbs once prepped!
- When Prepped...: Once all preparations have been made, read the corresponding journal entry (found in the Peddler's Journal).
- Expedition Reward: After completing all three locations in an expedition, read the journal entry listed.
The example location shown is Pilfer the Garbage Pit, whose preparations are "Convince the overseer to let you in" (complete a game with the Antique Ring gear with 2 counters on it) and "Find someone who knows their way around a junk pile" (end a game with the Tinkerer Role). Its When Prepped: entry is Journal 11, and the expedition reward, Hold up! Once all 3 locations are completed, is Journal 17.
D.I.Y. Scavenging
Expeditions aren't the only way to find new gear—sometimes, all you need is a little ingenuity. Be on the lookout for gear with a colored bar along the bottom, like the Jammed Locket shown below. By using the right tools and completing special tasks, this gear can be used to unlock new wares.
Key, Repair, and Dig Gear
Some gear will have a Key, Repair, or Dig keyword alongside their standard gear type. These can be used in combination with other gear to unlock, fix, or dig your way to new loot.
Callout: Key, Repair, and Dig keywords will appear below a gear's name. The number in the top-right corner is used when unlocking and trashing gear.
Journal Entries
Journal entries, which begin on pg.8 of the Peddler's Journal, contain the results of your scavenging journey from the Peddler's perspective. These entries will permanently modify the gear available in your current and future games. Whenever something you do results in Journal XX, read the journal entry with the matching number to learn the outcome. Most entries will result in the trashing and unlocking of gear.
Trashing Gear
If the journal says to trash gear, take the gear with the matching number (top-right corner) and place it behind the Trash (Odd Jobs) divider. It is permanently removed from the gear pool.
Unlocking Gear
If the journal says to unlock & receive gear, find the gear with the matching number (top-right corner) behind the Locked (Odd Jobs) divider. The townsfolk who unlocked the journal entry receive it (unless otherwise stated). At the end of the game, this gear is shuffled into the Odd Jobs Peddler deck and can appear in all future games. If the journal says to simply unlock the gear, shuffle it straight into the Odd Jobs Peddler deck (unless otherwise stated).
Unlock / Journal Entry Example
You own both the Bobby Pin and Jammed Locket! The Bobby Pin is a Key, and the Jammed Locket requires you to discard a Key gear while in town. At any time during the Town Phase, you may discard the Bobby Pin to the Jammed Locket to read Journal 05 in the Peddler's Journal.
After reading, follow the instructions written below the passage. In this example, you would trash 19, then unlock & receive 43 and 44. These numbers correspond to the numbers on the top right corner of Odd Jobs gear. In this case, remove gear 19 (Jammed Locket) from the game, and place it behind the Trash (Odd Jobs) divider. Then, search the Locked gear (behind the Locked (Odd Jobs) divider) for gear 43 and 44. An image of each piece of gear is shown below the journal entry for reference. Once found, you immediately receive that gear and continue playing. When the game ends, the unlocked gear is added to the Odd Jobs Peddler deck for use in future games.
The printed journal entry 05, "Couple in the Locket," ends with the instruction line: "Trash 19. Unlock & receive 43 and 44."
FAQ's & Rule Reminders
General FAQ
Can I add multiple stickers to a single preparation in one playthrough? Yes! For example, Scout Out the Irongut Keep requires "One prep each time a townsfolk ends the game with a consumable". You may add one sticker for each townsfolk that ended the game with a consumable (but only one sticker per townsfolk).
My piece of gear has multiple abilities! Can I use both on my turn? No, only one of those abilities can be activated per turn.
What color sticker should I use to mark my preparations in the Peddler's Journal? Three sticker colors are available. Choose one color to mark all your progress through a campaign.
Can I completely reset my Odd Jobs campaign back to the beginning? Yes! To reset the campaign, organize all Odd Jobs gear in numerical order (make sure to include any gear behind the Trash (Odd Jobs) divider and any that may still be behind the Locked divider). Then, follow the upon opening instructions listed on pg.4. When making journal preparations in your new campaign, use a new sticker color, placing the new stickers over the old ones.
Role Specifics
-
Colony Set: After being knocked out with the Colony set, you are no longer considered a townsfolk (except for collision purposes). For that reason, if all other townsfolk are knocked out, you lose.
-
Cook Set: The Cook is able to share their consume effects with another townsfolk. This ignores any 'once per fight' clause on the consumable.
-
Detective Set: Most Detective gear revolves around the action deck. Keep in mind that as soon as the action deck is empty, it is reshuffled.
-
Mascot Set: Most Mascot gear has two abilities, but keep in mind that each piece of gear can only be activated once per turn (unless otherwise stated).
-
Tinkerer Set: Most Tinkerer gear has an ability that requires you to end your turn. You must choose to use that gear's ability to end your turn and receive the effect. This will not trigger the effects of other Tinkerer gear that require you to end your turn.
Most Tinkerer gear has two abilities, but keep in mind that each piece of gear can only be activated once per turn (unless otherwise stated).
-
Trashlord Set: Coins used for the Trashlord's role ability are returned to the Coin pool, not the townsfolk that sold or discarded the gear.
Gear Specifics
- Baby's Bib: You do not need to pay MOX to unequip Baby's Bib while using its ability.
- Bloody Debris: "Missing HP" is your maximum HP minus your current HP.
- Dropped Access Pass: The owner of Dropped Access Pass has priority over other townsfolk when choosing to purchase the gear revealed with it.
- Erratic Notes: You may use Erratic Notes' stats to attack with other instruments, but that instrument can only attack once (unless otherwise stated).
- Gag Pacifier: If another townsfolk activates an ability that affects targeting, the last activated ability takes priority.
- Possessed Spirit: If a townsfolk is knocked out, during their turn they may use their MVMT to move Possessed Spirit as if it were their character mini. They follow standard townsfolk movement rules when moving. When attacking with Possessed Spirit as a knocked out townsfolk, the townsfolk must still roll to hit and apply their ACC modifier to the roll.
- Punchy Ballad: You may use Punchy Ballad's stats to attack with other instruments, but that instrument can only attack once (unless otherwise stated).
- Rattlin' Snake: To deal DMG to a Ruffian with Rattlin' Snake's ability, it must be placed on an empty square adjacent to the Ruffian. If there are no empty squares adjacent to the Ruffian when its ability is activated, place Rattlin' Snake on the next closest empty square, but no DMG will be dealt. DMG can still be dealt to you from the second half of Rattlin' Snake's ability, even if it is not placed adjacent to the Ruffian.
- Sheriff Toy: If another townsfolk activates an ability that affects targeting, the last activated ability takes priority.
Quick Play Guide
The printed guide's heading reads "Quick Play Guide (Odd Jobs additions in blue)". The two boxes printed in blue are the top line (review the Peddler's Journal preparations) and the bottom line (mark completed preparations at the end of each game). They are transcribed in their printed positions; all other steps are the base game's procedure as printed.
Using the Peddler's Journal, review the preparations needed for your current expedition.
Each player chooses a townsfolk, receives their starting gear and 10 Coins (15 Coins in 3-round mode), and places themselves on the Buyin'/Beatin' Bar.
Town Phase
- Flip the sideboard to the Town Phase.
- Each townsfolk draws back up to 3 unaccomplished Feats. In the first Town Phase, simply draw 3 Feats.
- Each townsfolk receives and resolves a Town Event.
- Shop with the Peddler.
- Equip your gear and enter the Fight Phase.
Fight Phase
- Flip the sideboard to the Fight Phase.
- Reveal the next Ruffian on the Town Map. Place their token at the top of the Beatin' Order.
- Place their Ruffian card and action deck onto the sideboard. Mark their HP and MVMT.
- Use the back of the Ruffian card to set up the terrain pieces and cards. Players position themselves and the Ruffian on the landscape.
- The fight begins, starting with the Ruffian's turn.
On Ruffian Defeat
- Townsfolk may discard any unaccomplished Feats they do not want for the next round.
- Each townsfolk receives 6 Coins.
- The townsfolk who accomplished the most Feats this round receives a piece of Ruffian gear. In case of a tie, roll; highest roll earns the gear.
- Restore each townsfolk's stats. Only stat changes from gear should remain.
- Rotate the Buyin'/Beatin' Bar order.
- Return to the Town Phase.
At the end of each game (win or lose), mark your completed preparations in the Peddler's Journal.