PIRATE ISLAND
INTRODUCTION
Module for Artifact.
Click here for the Core Rules.
Each player controls a Pirate expedition (Ship, Captain, and Crew).
PIRATE EXPEDITION
The Expedition has 10 Crew points and 6 skills.
Roll on the Skill List Table to see what skills you get:
SKILL LIST TABLE
1D6 Skill:
1 Crew +2
2 Cannons +1
3 Navigation +1
4 Discipline +1
5 Sailing +1
6 Swashbuckling +1
DIFFICULTY MODIFIER
New Rule.
Abbreviated DM.
This is a property of individual Challenge cards.
The DM is added to the Challenge roll.
ENCOUNTERS
If player pawns meet at sea the Skill test will be Cannons.
If player pawns meet on the Island the Skill test will be Swashbuckling.
If a player loses a Challenge he loses one Crew point unless
the Challenge card says different.
INTRODUCTION
Module 1 represents the trip by sea to and from Pirate Island.
Module 2 represents Pirate Island itself.
The ‘Artifact’ is a buried treasure.
MODULE 1 SAILING THE SEVEN SEAS CARD LIST
Card Name: Notes:
Spanish Galleon Cannons & Sailing
Portugese Man-o-War Cannons x2
French Frigate Cannons x2
English Clipper Cannons x2: DM +1
Flying Dutchman Cannons x2
Barbary Coast Corsairs Cannons & Swashbuckling
Ivory Coast Pirates Cannons & Swashbuckling
Scurvy Loose one crew
Mutiny Discipline x2: DM +1
Murder Discipline x2
Mayhem Discipline & Swashbuckling
Mermaid Discipline x2
Jamaican Rum Discipline x2
Albatross Navigation x2: If successful move forward 1D6 spaces
Blown off Course Navigation & Sailing: If Failed Miss 1 Turn
Uncharted Waters Navigation x2: If Failed Miss 1 Turn
Sargasso Sea Navigation x2: If Failed Miss 1 Turn
Doldrums Navigation x2: If Failed Miss 1 Turn
Hurricane Sailing x2: DM +1
Typhoon Sailing x2
Tropical Storm Sailing x2
Sharp Rocks Sailing x2
Run aground Sailing x2
Whirlpool Sailing x2
Foul Water Miss one Turn
Boarding Action Swashbuckling x2
Broadsides Aid: Cannons +1
Grapeshot Aid: Cannons +1
Chainshot Aid: Cannons +1
Cannon Balls Aid: Cannons +1
Swivel Guns Aid: Cannons +1
Weather Storm Aid: Sailing +1
Sea Dogs Aid: Sailing +1
Salty Sailors Aid: Sailing +1
Dolphins Aid: Sailing +1
Crows Nest Aid: Sailing +1
Compass Aid: Navigation +1
Spyglass Aid: Navigation +1
Sextant Aid: Navigation +1. This Module only.
Charts Aid: Navigation +1. This Module only.
Skull & Crossbones Aid: Discipline +1
40 Lashes Aid: Discipline +1
Walk the Plank Aid: Discipline +1
Thrown in the Brig Aid: Discipline +1
Stowaway Gain one crew
MODULE 2 PIRATE ISLAND CARD LIST
Card Name: Notes:
Island Girls Discipline x2: If Failed Miss 1 Turn.
Tropical Paradise Discipline x2: If Failed Miss 1 Turn.
Mutiny Discipline x2: DM +1
Murder Discipline x2
Traitors Discipline & Swashbuckling
Mayhem Discipline & Swashbuckling
Cutthroat Discipline & Swashbuckling
Skeletons on the Beach Discipline x2: DM -1
Volcanic Eruption Discipline x2
X marks the Spot Navigation x2: If successful move forward 1D6 spaces.
Dig in Wrong Spot Navigation x2: If Failed Miss 1 Turn
Cave Network Navigation x2: If Failed Miss 1 Turn
Walking in Circles Navigation x2: If Failed Miss 1 Turn
Castaways Gain one crew
Captives Gain one crew
Hostile Beach Natives Swashbuckling & Cannons
Swiss Family Robinson Swashbuckling & Cannons: DM +1
Buccaneers Swashbuckling x2
Poisonous Snake Swashbuckling x2
Inland Natives Swashbuckling x2
Cannibal Stew Swashbuckling x2
Escape Head Hunters Swashbuckling x2
Pygmy Ambush Swashbuckling x2
Matchlock Pistols Aid: Swashbuckling +1
Cutlass Aid: Swashbuckling +1
Peg Leg & Eye Patch Aid: Discipline +1
Treasure Map Aid: Navigation +1 This Module only.
*********************
INTRODUCTION
Warp Quest is an abstract game system that depicts goal driven
scenarios.
Each player controls a collection of Units who are attempting to
be the first to reach an objective and bring it back to the start.
The units could be a party of adventuring archeologists hoping
to recover a lost artifact, a squadron of bombers attempting to
hit a military target and return home, a band of samurai seeking
to vanquish marauding bandits or a company of mixed creatures
seeking to destroy a piece of evil ornamental jewelry that has
the nasty habit of trying to control the minds of all free creatures.
The scenarios that use the Warp Quest engine will hold the details.
DICE & PIECES
· Six and ten sided dice are needed.
· Each player has a pawn to represent his or her group of Units
(adventuring party, fleet, etc.) on the board.
· Use a small trinket to represent the Objective.
· There is only one Objective.
THE BOARD
· The board is a single winding path of connected spaces
with a Start Space and an End Space. The path should be 30 Spaces long.
· The First Space represents the start.
· Spaces 2-15 represents travel through the first scenario module.
· Spaces 16-29 represents travel through the second scenario module.
· The End Space is the final destination where the Objective is found.
THE DECKS
· There are 2 decks for each scenario:
· The Module 1 Deck and the Module 2 Deck.
· Each deck has one of each card in its card list.
· There may also be an Aid deck.
THE UNITS
· Each player controls a group of units called a Party.
The scenarios will detail the make up of the units in the party,
their attributes (Skills, Traits) and starting dispositions.
TURN SEQUENCE
· Players take turns.
· Each turn consists of 3 phases:
1. Move Phase
2. Draw Phase
3. Challenge Phase
MOVE PHASE
· Roll 1D6. Move your pawn that number of spaces towards the end space.
· You automatically stop when you enter the end space.
· If you are the first to land on the end space your party acquires the Objective.
· Once a party has acquired the Objective then all other
players may move their parties in either direction on the path.
· The party with the Objective must move towards the start space.
· The first pawn with the Objective to reach the start space wins the game.
DRAW PHASE
· If you land on an empty space in spaces 2-15 draw a card from the Module 1 deck.
· If you land on an empty space in spaces 16-29 draw a card from the Module 2 deck.
· If you land on an opponent’s party do not draw a card.
· If a deck ever runs out, shuffle its discard and draw from it.
· Cards are of 2 types: Challenge cards & Aid cards.
· Place Aid cards in your hand.
· Challenge cards are encounters your party faces immediately in Challenge Phase.
CHALLENGE PHASE
Each challenge card lists one or more skills.
Your party will have to make a skill check vs each skill listed.
(The same skill may be listed twice or more, requiring that many skill checks)
A Skill check consists of a Skill roll and Challenge Roll:
Roll 1D10. This is the Skill roll.
Add the skill bonuses of your party members to the roll.
You may discard Aid cards for further bonuses to the skill roll.
Next roll 1D10. This is the Challenge roll.
Some Challenges have a DM (Difficulty Modifier). Add the DM to the Challenge Roll.
If the challenge roll is less than or equal to the skill roll you win the Skill check.
If the challenge roll is greater than the skill roll you fail the Challenge.
If you win all the Skill Checks, you win the Challenge.
The adventure card may say what happens if you win or lose the Challenge.
If the card does not give directions, then roll on the following table:
If you lose the challenge: Roll 1D6: (Challenge Loss Table)
1-4 Go back 1D6 spaces
5-6 Lose 1 Unit (Man, Ship, Hit Point, etc., depending on the Scenario)
If you Win the challenge gain 1 Experience Token.
You may spend an Experience Token to let you reroll a Move Roll or a Skill Roll.
MOVING ONTO AN OPPONENTS PAWN
· If you land on an opponent’s pawn there will be a fight.
· The current player rolls on the Skill List Table to determine
which skill will decide the confrontation.
· Both players make Skill Rolls. In case of a tie nothing happens.
· The loser rolls on the Challenge Loss Table.
· The winner takes the Artifact from the loser if the loser was
in possession of the Artifact.