What may characters do during the adventure phase?
Characters may spend their Action Points (AP) to move over the tile maps, fight, explore…, by using different actions.
As we play the game we shall make use of two type of dice rolls; difficulty dice rolls and opposing dice rolls.
In difficulty dice rolls both a value and a character´s attribute are given, then character has to score higher than that value by using his attribute.
Example; A “difficulty dice roll Agility 4” means player would roll as many dices as the value given by his character´s agility, and he would have to score higher than 4 to pass the test, in this case either 5 or 6.
In a opposing dice roll we would just use the attribute given and we would have to score higher than the attribute of our opponent, while our opponent would have to score higher than the value of our attribute being tested. Finally all success rolls are taken into account, if the character trying to carry out the action score more successes than his opponent the action is a success and proceed with it. If it is a draw or opponent has more successes then this action fails.
Example: Our character rolls an opposing dice roll Intelligence versus intelligence against a NPC (Non Playable Character, e.g. an enemy) to find out whether this NPC is lying or telling the truth. Character´s Intelligence is 3 while a NPC has a intelligence value of 2. Our character would roll 3 dices and have to score higher than 2 – NPC intelligence – and NPC would roll just 2 dices and have to score higher than 3 to have any success Let us say we got the following results;
Character: 2, 3, 5 NPC: 2, 4
Intelligence: 3 Intelligence: 2
In this case, character would have had 2 success and NPC just one success, so in this case our character would have found out whether this NPC is lying or telling the truth.
Characters have to follow this rule save exceptions related to certain skills.
In the first example Lookout spend all his 6 AP to advance 6 square spaces.
Characters might move horizontally and vertically. It is possible to move diagonally if the two square spaces which the diagonal crosses is not occupied by another plastic figure nor by a blocking movement line.
Water areas (dotted lines) slow down movement, characters must spend 2 AP per water square area.
Doctor crosses a map tile through water square areas, so he spend 1 AP to enter the water and then 2 AP per water square area. This character would have spent all his AP this turn.
Whenever a character moves to a square with an adjacent enemy, he will stop immediately. It is not possible to cross a square area already occupied by an enemy.
A character may go through a square space where another character is, however the first character moving will need permission from the second standing character, otherwise follow an opposing dice roll using the action “Push” (1 PA) and the attribute Strength.
If Push is carried out successfully, the first character will push aside the second character to an adjacent empty square of his choice.
Doctor wants to reach the exit square, but Lookout refuse to grant him permission to go through the square he is on, thus Doctor decides to “Push” Lookout by spending 1 PA. Both characters do their dice rolls using Strength and Doctor scores 2 successes versus Lookout´s 1 success; Doctor may move Lookout to any adjacent square he chooses.
A characer may double his movement if he spends all his AP of a turn on this action, and he could perform a Push action by spending 1AP.
Lookout Runs to reach the next tile map by spending all his 6AP, moving 12 spaces. He asks for permision to Sea Dog to go through that space and Sea Dog does not grant it, so Lookout decides to spend 1AP to perform a Push action and succeds on it. Sea Dog is moved one space and Lookout goes on with his movement, although after having spent 1AP on pushing, he can only move a maximum of 10 spaces.
Sometimes characters may interact with map tiles and jump to cross an abyss, or jump at different highs, so character may follow an alternative path.
Dashed lines refers to an abyss, character must jump or use an item (e.g. a rope) to cross the abyss. If a character falls into the abyss he is KO and his plastic figure is placed in the square area where he jumped from.
When jumping horizontally an agility dice roll must be done. Difficulty is given by an agility icon with number. If a success character is placed on the other side of the abyss.
Lookout spend2 AP and decide to jump the lava abysm, his agility is 3 so he rolls 3 dices against a difficulty Agility 4 to be able to cross the abysm. Lookout rolls the dices and get one 6, a success so he crosses the lava safely.
A character may try getting away from one or more adjacent enemies. To do so, character must spend2 AP and do an opposing dice roll using Agility versus Strength of the enemy with highest Strength. If the dice roll succeeds, character will move 1 square away, if it fails, character remains on the same position although may try another disengage action if he has enough AP points left to do so (2 AP). Once character succeeds on a disengage action, he can move through square areas adjacent to enemies during this turn.
Cutthroat decides to try a disengage action from the Officer and spend 2 AP, rolls 4 dices (Agility value) against 2 dices (Officer´s Strength value) and get 3 success versus Officer´s success. Cutthroat managed to disengage and during this turn moves through squares adjacent to the enemy, escaping.
Character must wield a weapon with at least one hand and enemy must be adjacent to the character. Character rolls as many dices as his CC value, any result greater than enemy´s Agility is a sucess. Enemy do the same using his CC value against character´s Agility,
At the end, if the attacker (in this case the character) has more sucess than the defender (enemy) then the defender suffers the damage of the weapon. If the defender gets equal or more sucess than the attacker nothing happens, unless there is any special ability or skill that may apply, and the defender manages to block or dodge the attack.
Doctor wields his sword to attack a Royal Marine who has Agility 2. Doctor CC value is 3 so he rolls 3 dices, getting 2, 4 and 5 against Agility 2, thus Doctor manages to get 2 sucess.
Then the Royal Marine rolls 2 dices (his CC value is 2) and gets 3 and 4. Doctor´s Agility is 3, which means the Royal Marine gets only one sucess (4). Comparing Doctor´s sucesses (2) versus Royal Marine sucess (1), character succeeds on this attack and the Royal Marine suffers the damage of the sword, in this case 2 wounds.
Given the Royal Marine may only suffer two wounds, he falls, his miniature is removed and a token of fallen enemy is placed.
A character may perform an action of Ranged Combat if he has equipped a ranged weapon and enemy is within range. Player must verify that there is a valid line of sight for shooting by tracing a straight line from the center of the square space where the plastic miniature is, to the center of the targeted square.
In RC we use character´s RC value versus the enemy´s agility. A character may never perform a RC against an adjacent enemy.
Lookout uses his pistol to perform a RC action against a Royal Marine. He has 3 RC dices, after rolling them, he gets 1, 2 and 5, so just one sucess as only the 5 is greater than Royal Marine´s agility.
A Ranged attack is succesful and the Royal Marine suffers the pistol damage (2 wounds) so enemy is KO and its miniature is replaced by a token of fallen enemy.
Yes, hand to hand combat, similar to CC, except that Character uses his Strenght and uses his CC value. Character rolls as many dices as his CSA value against enemy´s Agility, If Character suceeds, enemy does not suffers wounds as in CC but is Stunned. A Character without weapons defends with 1D6.
A Stunned Character / enemy loses his next turn if he does not manage to succed on a Dificulty 5 Strengh Dice Roll.
Seadog has just thrown his axe and does not have any equipped CC weapon, he decides to hit the adjacent Royal Marine, after the dice rolls Strengh versus CC, Seadog manages to stun the Royal Marine. To show the stunned condition the plastic figure is placed lying down. At the beginning of the enemies turn, the Royal Marine rolls as many dices as his Strengh to try getting over his stunned condition. Royal Marine´s Strengh is 2, so he rolls 2 dices and needs at least one 5 to succeeds. He gets 2 and 4, so he continue being stunned until the end of this turn, recovering himself without any further dice rolls at the beginning of the next turn. The plastic miniature is left lying down to show the stunned condition. A Stunned Character may only do one action; defend himself from attacks.
If a Character has a weapon in each of his hands he may attack more than once if he has enough AP to do so. In this case it is important to know if Character is right handed, left handed or ambidextrous.
Characters use as main hand the same as the controlling player. If player is right handed, character is right handed as well.
There are skills that allow Character to be Ambidextrous. Right handed and left handed Characters attacks first with their main hand, and the second hand with the secondary hand. In case of not being Ambidextrous, the second attack with the secondary hand has a -1 dice penalty to the CC/RC.
Seadog spends 2 AP and perform a CC attack with his axe to the adjancent Royal Marine. As Perico the player who controls the character, is right handed, the character is right handed. The axe card is in the right side of Character´s spreadsheet, so the character is wielding the axe with his main hand and he can use 3 dices (his full CC value).
Seadog is wielding a pistol with his left hand (secondary hand), and after the action with the axe Seadog wants to do another Attack action with the pistol, this time RC with a value of 3, but as the pistol is on the secondary hand, there is a penalty of -1 dice, therefore he may only use 2 dices to attack.
Finally, Perico decides to spend his 2 remaining AP to carries out another CC attack with his axe, using his CC value as the axe is on his main hand.
A Character equipped with just one weapon may perform more than one attack per turn if he spends 1 extra AP for the additional attack and with a -1D6 penalty to his CC value; or as an option Character may perform another action in between attacks to avoid the extra 1 AP and -1D6 penalty. Attacking with the secondary hand counts as an action to prevent penalties.
Characters may use throwing weapons. Reach is given by Character´s Strengh and the action requires a dice rolls using RC value versus targeted enemy´s Agility.
Anytime a weapon is thrown, a token of throw weapon is placed on the space to where it has been launched. Character must discard weapon card until he can spend an action point (AP) to pick it up when being adjancent to the token.
Seadog has two Royal Marines in the same map tile, one is 3 squares away while the other is a bit further away at 4 squares. Seadog´s Strengh is 3 so he could not reach the Royal Marine at 4 squares away and thus he decides to Throw his axe to the other Royal Marine within reach at 3 squares away.
When a character is adjacent to a fallen enemy, he may perform a Search action by spending 1AP to search this enemy and get his loot.
Lookout is adjacent to a token of fallen enemy. He decides to Search (1AP) and flips faceup the token, finding 2 coins that will go to his personal loot.
After a gun is fired, flip its card facedown to show this gun must be reloaded prior using it again. This action allows you to Reload your gun and flip the weapon card faceup, it is now ready to be used again.
Lookout uses his gun to Attack RC (Range Combat) by speding 2AP, flips his gun card facedown to indicate its unloaded, and during the same turn, he spend 3AP to Reload his gun, flipping the card back faceup to show weapon is ready to be used again.
Character may equip any weapon or item. It can also be used to exchange items with other adjacent characters. PA is only spent by the character that uses the PA on his turn. If a character gets a weapon or item that is part of the initial equipment of another character, the item is returned at the end of the adventure to the initial equipment of the character that gave away the item.
A character adjacent to one or more enemies may perform this action if this would be his last action on this turn. Character gains 1D6 defense against adjacent enemies until next turn (it is recommended characters rolplay their characters by making a good use of “kind of pirate insults” to make game funnier.
Cutthroat has spent 5AP and there is just one AP left to use, so character decides to make good use of it and Insult an adjancent Gecarcinus, gaining 1D6 defense on his next defence against this enemy.
A PC may Search a tile square once per turn, however tile square must be free of enemies and character must not have any adjacent enemy as well. To Search, character must do a difficulty roll dice 4 against INTELIGENCE, if he succeeds then he will draw one card from the Exploration Deck. If PC does not succeed, he will advance one position on the Adventures Board.
On the first square space, Doctor can not Search as there is an enemy on that very space. On the second example, an enemy is adjacent to Doctor so he can not Search even though his space is empty (free of enemy). On the last example, Doctor Searches by spending 2AP and rolls 4 dices (his Inteligence value) and succeds on the difficulty 4 dice roll, thus drawing one card from the Exploration Deck.
Sometimes it will be needed to be able to catch some items, release them or use them.
Sea Dog is wounded, he spends 1AP to Use Brew, and it removes 2 wounds, and card is discarded.
To open a standard door spend 1 PA. Certain adventures will require other actions or conditions to open it. Follow adventure guide instructions.
A character may raise an adjacent KO fallen miniature of another character.
You may choose spend your whole turn without spending any AP in exchange for one Destiny Point. This action will move on the counter (Pirate Flag) 1 space on the Adventures Board.
Doctor finds a good moment to leave his turn go away without spending any AP and seizes this opportunity to recover 1 Destinity Point (DP).