Goblin Quest

INTRO
Teams of Goblins run around, get into mischief, wreak havoc, and try to not get killed.
Not unlike Space Scouts.

THE CARDS
Players draw from a common deck that includes:
Mission, Threat, Mishap, and Aid cards.

SETUP
You get 4 Goblins.  Determine their skill picks, either by rolling on the chart or making your own choices.
One Goblin is the Boss and gets 3 skills.  The rest all get 2 picks apiece.

TURN SEQUENCE
Players take turns.  Each turn has 3 phases:
1. Draw Phase
2. Action Phase
3. End Phase

OBJECT
Be the first team to reach X Victory Points (50 is good).
Missions are worth from 1 to 7 points, depending on difficulty.
Threats are worth from 0 to 3 points.
Victory Points can be spent on giving your Goblins new skills (4 skills max).  
Replacing a regular Goblin that has been lost costs 4 VPs, plus 4 VPs for each skill pick.  New Goblins get 2 skill picks, even if replacing the Boss.

DRAW PHASE
Draw 2 cards.  If the deck runs out, the game ends, and whoever has the most Victory Points wins.

ACTION PHASE
You may decide whether to go on a Mission or hang out in the Warren.
If you hang out in the Warren, you may replace any Goblins that you have been lost.  Goblins cost 4 VPs to replace, plus 4 VPs for each skill pick (max 2 until he's gone on at least 1 mission).  You may also spend VPs to give new skill picks to your current Goblins (5 VP per pick, max 4) or to draw one card.  You can only do this once per turn.
If you go on a Mission, play a Mission card from your hand.
Before you begin the Mission, any player (yourself included) may play a Threat on top of the Mission.  Each player who wishes to do so plays one Threat at a time, starting with the player to your left and going around until every player has played all the Threats that they want.
Once all the Threats have been played, they must be faced one at a time (in reverse order from how they were played).  If your team has skills that match those on the Threat card, the Threat is overcome- add its Victory Points to your score and discard it.  Otherwise, you fail the Threat.
If all Threats are overcome, the team faces the Mission.  If they have skills that match those on the Mission card, they complete the Mission successfully.  Add its Victory points to your score and discard it.  Otherwise, you fail the Mission.
During a Mission (and/or Threat) you may play Aid cards to give your crew extra skills.  Your opponents may play Mishap cards to cause your crew to lose skills.  Aid and Mishap cards affect the team for the rest of the turn, and are discarded during the End Phase.
If the Mission or a Threat is failed, roll on the Failure Result Table and go to the End Phase.  The Mission remains face up on the table, and any Threats that you failed to overcome are left on top of it.  Any player may attempt to complete it during their turn.

END PHASE
If you have more than 10 cards in your hand, discard down to 10.

FAILURE RESULT TABLE
2d6	Result		Effect
2-3	Boss Lost	Your team's Boss is eliminated, and replaced by the Goblin with the most skill picks
4-6	Delayed	Miss Next Turn.
7-9	Goblin Lost	Randomly eliminate one of your team's Goblins (not the Boss).
10-11	Lose Stuff	Discard 2 cards at random from your hand
12		Lucked Out	Nothing happens

GOBLIN SKILLS:
Sneaking			Avoiding notice, moving stealthily
Run Away		Moving quickly and getting away from threats
Fighting			Exactly what it sounds like
Break & Enter		Infiltrating, getting where you aren't supposed to be
Taunting			Verbal fisticuffs and insult contests
Fast-talk			Talking your way out of tight spots
Magic			The mystic arts
Alchemy			Mixing things with other things and seeing what happens
Engineering		Tinkering, demolitions, and traps (setting and disarming)
Look Out			Scouting and perception
Useless Lore		Riddles and book learning
Willpower		Ability to resist temptation and/or terror

LEADER GOBLIN SKILL TABLE:
1D6	Result
1		Fast-talk
2		Fighting
3		Sneaking
4		Run Away
5-6	Pick Any

FIGHTER GOBLIN SKILL TABLE:
1D6	Result
1-2	Fighting
3-4	Run Away
5		Taunting
6		Pick Any

NINJA GOBLIN SKILL TABLE:
1D6	Result
1-2	Sneaking
3		Break & Enter
4		Look Out
5		Fighting
6		Pick Any

TINKER GOBLIN SKILL TABLE:
1D6	Result
1		Alchemy
2		Useless Lore
3		Break & Enter
4-5	Engineering
6		Pick Any

TALKER GOBLIN SKILL TABLE:
1D6	Result
1-2	Fast-talk
3		Willpower
4		Taunting
5		Run Away
6		Pick Any

SMART GOBLIN SKILL TABLE:
1D6	Result
1		Willpower
2		Magic
3		Alchemy
4		Engineering
5		Useless Lore
6		Pick Any

MISSION CARD				SKILLS REQUIRED				POINT VALUE
Hunt Alchemical Fungi			Look Out, (Alchemy / Useless Lore X2)		3
Kidnap Important Person		Fighting, Sneaking					4
Deliver Message			Run Away						2
Deliver Threat				Taunting, Run Away				3
Assassinate Enemy General		Sneaking X2, Fighting X2				4
Explore Cavern Complex		Look Out X2						3
Reconnoiter Castle			Break & Enter X2, Sneaking, Look Out		5
Cannon Fodder Duty			Fighting X2 / Run Away X2			6
Break Open Gate			Sneaking, (Demolitions / Break & Enter X2)	4
Steal Magical Scrolls			Break & Enter X2, Magic, Run Away		5
Terrorize Villagers			Fighting X2 / (Engineering, Fighting)		5
Operate Siege Engine			Engineering	X2					3
Repair Siege Engine			Engineering X3					4
Unlock Magic Vault			Magic X2 / Engineering X3			5
Distract Guards				Run Away, (Taunting / Fast-Talk)			3
Entertain Dark Lord			Fast-Talk X2 / Useless Lore			4
Spy On Enemy Leaders		Sneaking						2
Hunt Cavern Critters			Look Out, Sneaking, Fighting			4
Guard The Warren Nursery		Look Out, Fighting					2
Find Magical Talking Skull		Magic, Look Out X2					4
Explore Dark Wizard's Tower		Sneaking X2, (Magic X2 / Run Away X2)	6
Pick On Kobolds			Fighting / Taunting					1
Tame Demonic Hell Frogs		Magic X2 / Fighting X3				5
Rag Out (Goblin Insult Contest)	Taunting X2						3
Dig New Warren			Engineering X2, Demolitions			4
Learn Arcane Secrets			Useless Lore, Magic				2
Undermine Fortification		Engineering X2					4
Plant Traps In The Warren		Engineering						1
Investigate Haunted Ruins		Look Out, (Willpower X2 / Run Away)		3
Steal Food From Trolls			Sneaking, Run Away X2				4
Steal A Dragon's Treasure		Sneaking X3 / Run Away X4			7
Survive A Goblin Game Show		Useless Lore X2 / Willpower X2 / Fast-Talk	5
Scout Ahead For Orc Warband	Look Out X2						3
Translate Ancient Scroll		Useless Lore X2					2
Escort Through Haunted Forest	Look Out X2, (Run Away / Fighting)		5

NOTES:
Commas in the "Skills Required" field mean "and".
Slashes (/) in the "Skills Required" field mean "or".
X# means that there must be at least that number of skill picks in your team to fulfill the mission.
A listing like "Sneaking, (Engineering/Break & Enter X2)" means that to fulfill the requirements you must have at least 1 pick of Sneaking and either 1 pick of Engineering or 2 picks of Break & Enter.
A listing like "Fighting X2/(Fighting, Engineering)" means you need 1 pick of Fighting and either 1 pick of Demolitions or another pick of Fighting.

THREAT CARD			SKILL TEST							POINT VALUE
Human Guards			Sneaking X2 / Fast-Talk X2				1
Angry Orc			Fighting X2 / Fast-Talk X2 / Run Away			2
Big Dog				Run Away X2 / Fighting					1
Cornered				Fast-talk / Run Away X2					1
Spike Trap			Look Out / Engineering X2					1
Haughty Sorcerer		Magic X3 / Taunting					2
Locked In!			Break & Enter						1
Noticed By Goblin King	Fast-Talk X2							1
Horse Barbarians		Sneaking / Fast-Talk X2 / Run Away X3			2
Cave-in				Engineering							1
Backfire				Engingeering / Alchemy X2				0
Bored Gods			Fast-Talk							2
Forbidden Tome		Magic / Useless Lore X3					1
Cunning Trap			Look Out, (Engineering X2 / Break & Enter)		1
Hostile Cave Fauna		Look Out, Fighting						1
Strange Plants			Look Out or Useless Lore / Alchemy X2			1
Scared By Own Shadow	Willpower							1
Riddles And Engimas		Useless Lore						0
Raging Demon			Magic X2 / Run Away					3
Serious Malfunction		Engineering X2						1
Shifty Trader			Fast-Talk X2 / Taunting					1
Enemy Patrols			Sneaking X2							1
Bumbling Peasant		Fast-Talk / Sneaking					1
Pack Of Feral Dogs		Run Away / Fighting					1
Evil Cultists			Sneaking / Run Away					1
Angry Wizard			Magic X2							1
Dark Elf Slave Hunters		Sneaking X3							1
Rival Goblin Tribe		Fighting X2 / Fast-Talk X2					1
Tasty Treats			Willpower							1
Unidentified Scary Thing	Willpower X2						2
Wake The Dead			Magic X2 / Run Away					2
Angry Mob			Sneaking / Run Away X2					1
Low-level Adventurers		Fighting							1
Critter Collectors		Sneaking / Run Away / Fighting				1
Shapeshifter			Run Away X2						1
Dumb Guard			Sneaking X2 / Fast-Talk					1
Magical Storm			Magic X2							2
Wrath Of The Gods		Fast-Talk X2 / Run Away					2
Harem				Willpower X2						1
Ancient Illusions			Useless Lore X2 / Magic					1
Animated Statue		Magic or Sneaking / Run Away				1
Mind Control			Willpower X2 / Magic					1
Placed On Point Guard		Look Out X2							1
Ambush				Look Out, (Run Away / Fighting)				1
Crushing Boredom		Willpower X2						0
Hungry Troll			Fast-Talk / Sneaking					1
Humorless Minotaur		Sneaking / (Taunting X2, Run Away)			1
Mouthy Kid			Willpower / Taunting					1
Ancient Engine			Engineering	X2						1
Barred Gate			Break & Enter						0
Unattended Shiny Thing	Willpower							0
Massive Mutt			Run Away							1
Obnoxious Do-gooders	Fighting X2							1
Orc Bullies			Fast-Talk / Taunting / Run Away				1
Intricate Toy			Engineering							0
Porno				Willpower							1
Good Lighting			Sneaking							0
Local Militia			Fighting							1
Dissension In The Ranks	Fighting / Taunting / Fast-Talk				0
Them's Fightin' Words!		Fighting X2							1
Chris The Gnoll			Taunting X2 / Fighting					1
WTF Is A Bugbear?		Fighting							1
Glowing Goop			Alchemy / Magic X2						1
Nemesis				Fighting, Taunting						1
Dark Elf Skrewmädchen	Willpower, Run Away					2
Puzzle Lock			Engineering X2 / Break & Enter				1
Cave Slime			Fighting / Sneaking						1
Killer Klown			Willpower, (Fighting / Run Away)				1
Goblin Flying Machine		Engineering X3						3
Dwarf Warriors			Fighting X3 / (Fighting X2, Taunting)			1
Caverns & Catacombs		Look Out							0
The Talking Devil Head	Taunting X2							1

AID CARD			SKILL GAINED
Doggerel				Substitute 2 Magic picks for 1 of any other skill.
Weird Shrooms			Alchemy / Magic
Preparation			Double one skill score for this Mission only
Lucky Mofo			Any single skill
Bambi Eyes			Fast-Talk
Fakeoutery			Fast-Talk
Crotch Soccer			Fighting
Gob Fu				Fighting
Clever Diversion		Sneaking
Goth Goblin (Black Clothes)	Sneaking
PH34R!				Run Away
"Hey, LOOK!"			Run Away
Yo Mama Jokes			Taunting
3rd Grade Toilet Humor	Taunting
Set Up Them The Bomb	Engineering
Goblin Utility Belt		Engineering
Ritalin				Willpower
Loyalty Through Pugilation	Willpower
Anarchist's Cookbook		Alchemy
Eureka!				Alchemy
Rhyming Dictionary		Magic
Inspired Zot!			Magic
Read That Somewhere	Useless Lore
Total Nerd			Useless Lore
Found Key Under Rock	Break & Enter
"Candygram!"			Break & Enter
Keen Goblin Senses		Look Out
X-Ray Specs			Look Out

MISHAP CARD			SKILL LOST
Luck Runs Out			Any 2 Skill Picks
Distraction			Look Out
Temptation			Willpower
Fixation				Run Away
Irrational Fear			Fighting
Slip Of The Tongue		Fast-Talk
"I Said Philips Head!"		Engineering
Tongue-Tied			Taunting
Weak Rhymes			Magic
Bad Acid				Alchemy
Spent Class Drawing Comics	Useless Lore
Protected With "The Club"	Break & Enter
Jingling Change In Pocket	Sneaking

SOLO-PLAY RULES
Only hang on to Aid cards.  Play Missions and face Threats in the same turn that you draw them.
Mishap cards apply to the next Mission/Threat, and are then discarded.
You can only hang out in the Warren the turn after you fail a Threat/Mission