Rule Book - Sleeping Gods - Ver 3.1 (Post Release)
Rule Book - Sleeping Gods - Ver 3.1 (Post Release)
Rule Book - Sleeping Gods - Ver 3.1 (Post Release)
Overview
“This is the Wandering Sea. The gods have brought you here,
and you must wake them if you wish to return home.”
1
How To Store Components
Campaign Box:
Store components specific
to current campaign:
• Acquired adventure
cards
• Ability cards in hand
• Command tokens in
hand Storage Box 2:
• Coins and resources • Market cards
you own. • Level cards
• Current event deck • Ability cards
• Current quest cards • Other components
2
Component List
9 Crew Boards
60 Ability Cards 14 Command
Tokens
Captain Token
Pollen Potion
Token Port Board
4 Combat Action Resource Tokens
Ship Action
Tokens (6 each of Meat, Vegetables, Grain,
24 Level Cards Figure
Materials, Artifacts; 40 Coins.)
Not Pictured:
• This Rule Book
• Quick Start Guide
• Rules Reference Sheet
Ship
• Storybook
18 Fatigue • Atlas
Tokens • Achievement Sheet 9 Synergy Tokens
• Plastic Bags
3
Setup 12
Follow these instructions if you are starting a new campaign. If this
4
is your first campaign, we recommend using the quick start guide first.
If you are setting up the game to continue a campaign, turn to pg. 32.
1.
5
Place the atlas in the center of the table and turn to
pg. 2. Place the ship in the sea region that contains the
number 2 location.
9
2
2. Place the ship board near the atlas. Place the correct
side face up depending on number of players, 1-2 or 3-4,
listed in the top right corner of the ship board. Place the
ship action token on the ship board. Place 3 coins and 1
3
grain on the ship board. You start the game with these
resources.
4
8
7. Place the starting adventure cards near the ship board. These cards are: Gloria, Soup, Gear, and
Flapjacks (you can find these cards in the market deck). Place the magnetic card box that contains
adventure and quest cards nearby IMPORTANT: Do not change the order of cards in the quest
card and adventure card decks, and do not look through the cards unless instructed.
7
cards near the board, face
down. IMPORTANT: Do
not change the order of
cards in this deck and do
not look through this deck
6
unless instructed.
5
Basics
Pgs. 6-9 introduce some basics of Sleeping Gods to help you get your sea legs. Turn structure and actions are explained
starting on pg. 10.
Ship Board
Ship Room
There are five rooms on the ship. Each room contains an action that you can
take at the start of your turn. Each room also contains spaces for ship damage.
A room with all damage spaces filled may not be used for a ship action. Once the
ship has 11 damage, you are defeated!
6
Crew Board
Each player Each crew
controls 2 or more member has
crew. Crew take a unique set
damage and fatigue of skills.
throughout the
game.
Ability Card
This card has a fate
number of 5. When To equip this card
you “draw fate,” you to a crew member,
draw an ability card you must pay 2
and use this number. command.
8
Region Status
A region of the sea on the atlas. Regions are There are five types of status tokens in the game.
separated by dotted lines, land, the spiral binding of When a crew member gains a status, place the
the atlas, and the edge of the page. The ship cannot appropriate token on their crew board. Each crew
reside on or move through land, only sea regions. member can have multiple status tokens, but may
not have more than one copy of each status. Crew
members gain status tokens in stories and combat.
Ship Damage Crew members can remove status tokens through
When instructed to take ship damage, draw 1 ability character and adventure card abilities.
card per damage, then place a cube on the room(s)
with a matching fate number. Each ship room can • Venom: The crew member takes 1 damage
only take 2 damage and the hull can take 1 damage. at the start of each player’s turn.
If a room already has 2 damage, you may choose
where to place the damage. If a room has 2 damage, • Frightened: The crew member cannot be
it cannot be used during the ship action phase. If the used for attack actions.
ship ever has 11 damage cubes, you are defeated (see
“Defeat” on pg. 28). • Weakened: -2 to each of the crew
member’s skills.
Repair refers to removing ship damage. If you
“repair 2,” you remove any 2 damage from the ship. • Madness: The crew member takes 1
damage when they participate in skill
challenges.
2. Event
Draw an event card and read the effect. Events
may present a choice, a challenge, consequence,
or other effect. (For challenges, see pg. 19.)
Resolve the event card before continuing your
turn. (For event card rules, see pg. 12.)
Player Turn
1. Ship Action
Move the ship action figure to one of the five Ship room effects vary depending on the number
ship rooms and apply the effect. of players in the game. When a room shows two
• The five ship rooms include: Bridge, Galley, numbers over the command token symbol, check the
Deck, Quarters, & Sick Bay. (The Hull has no player count symbol at the top right corner of the ship
action.) board. This tells you what amount of command to take
• Ship action effects can be applied in any order. (depending on the number of players).
• You may never give command tokens/
ability cards to other players. If the supply
of command tokens runs out, you cannot
gain any until more tokens are returned to When playing with 3-4 players,
the supply. If the ability deck runs out, shuffle use the side of the ship board
the discard pile to make a new ability deck. that has this symbol.
• If you cannot take an action because all rooms
have 2 damage, move the ship action figure to
one of the rooms, but take no ship action.
Ability Cards
Search Tokens
Gain 1
Deck: Gain the specified number of vegetable
command tokens. Also, you may draw up to 3 and 1 meat.
search tokens. Draw each token one at a time
before deciding to continue drawing or stop. Gain 1 meat,
Apply any damage shown on all tokens, but 1 vegetable,
keep the rewards from only one token. After and take 1 ship
applying the effects, place the search tokens damage.
in a discard pile. If you run out, shuffle the
search tokens and make a new draw pile. Gain 1
coin OR 2
materials.
Sick Bay: Draw 1 ability card and gain the specified number
of command tokens. Also, restore 1 health to any crew member.
11
2. Event
Draw the top card of the event deck and read it aloud. Apply the effect or complete the challenge.
• Some event cards have multiple choices. In this case, choose one and apply the effect.
• If you draw an event card with the word “ongoing,” place it face up near the ship board. Apply the
effects until you’re able to discard the card. (The way to discard the card is described on each card.)
• You cannot ignore an event card. If it only has 1 challenge listed, you must complete it.
Over the course of each campaign, you will go through Second Time
the event deck 3 times. Each time you reach the end of the After you have drawn all cards from the event deck, finish
event deck, follow these instructions: the current player’s turn. On the next turn, read paragraph
1.2 instead of drawing an event card.
First Time
After you have drawn all cards from the event deck, finish Third Time
the current player’s turn. On the next turn, read paragraph After you have drawn all cards from the event deck, finish
1 in the storybook instead of drawing an event card. the current player’s turn. On the next turn, read paragraph
F1 instead of drawing an event card.
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3. Two Actions
Perform 2 of the following actions: travel, explore, market, or port.
• You may choose the same action twice.
• You may choose to skip an action to gain 1 command. You may do this for one or both actions.
Action: Travel
This action allows you to move the ship to a new region.
Regions are separated by dotted lines, land, the spiral binding
of the atlas, and the edge of the page. Whenever you travel,
you perform a CRAFT challenge:
Next, draw fate. If you used a crew member, add 1 for each
craft symbol they have. You may also discard ability cards with
craft symbols from your hand to add 1 per card to the total.
Check the result on the travel table on the ship board (see right) Fate Result Distance
for the distance you may travel. For each distance you may
move to 1 adjacent region. For example, a result of 8 would allow
you to travel up to 3 distance.
Hazards: If you move into a region with a hazard, you must Hazard
successfully complete the hazard’s challenge or take negative
consequences. The challenge type and difficulty are on the left
of the icon, and the consequence for failure is on the right. If it
is a damage icon, take ship damage. If you are successful in
the challenge, do not take the consequences.
Edge of the Map: If you reach the edge of the map and want Take this ship damage
to keep going in the same direction, you may do so as long Challenge Number if you fail.
as there is an icon indicating which page to turn to (although
some pages are unavailable unless you have the Tides of Ruin
expansion). Follow these steps:
Designer’s Note on Travel: The Manticore has enough coal in its stores
to last you the entire trip, so you do not need to worry about fuel.
13
Travel Example 1
Zoey moves the ship to a region with a hazard
of ghostly fog. She must attempt a challenge of
CUNNING 5. She places a fatigue token on Captain
Odessa to add her cunning. She draws a fate of 1.
Captain Odessa has 1 cunning, so 1+1=2, a failure
(she needed 5 or more). Zoey takes 1 low morale
token and places it on Captain Odessa.
Travel Example 2
Zoey moves the ship to a region with a hazard of
rocky shores. She attempts a SAVVY 5 challenge. She
chooses Gregory and Kannan to participate, giving
her 2 savvy. She draws 2, so the total is 2+2=4, so she
must take 1 ship damage. If she had obtained at least
5, she would have ignored the ship damage.
Travel Example 3
Zoey wants to travel to a new map. She decides to
move across the western edge of the current map.
This leads to pg. 13 (as indicated by the blue arrow),
so she turns to pg. 13. She must enter on the opposite
side of this new map, so she starts on a region
bordering the eastern edge. She can choose to start on
either region, and she chooses the northern region.
14
Action: Explore
Explore one of the locations with a red circle outline
on the region where the ship is located. When you
explore, you make choices, complete challenges, and/or
participate in combat.
Read the first box of text in the story (read aloud unless
you are playing solo). At the end of each story paragraph,
one of the following will occur: Story Example
15
Action: Visit a Port
The ship must be in the same region as a port. You may
then perform any or all of the following actions once.
(Port actions are listed on the port board.)
4. End of Turn
Pass the captain token to the player on the left. It is now that player’s turn.
16
Spending Command
Command represents the crew’s mental and physical
readiness and their ability to work together.
17
Activate Crew Ability
You may pay command to activate one of your crew
member’s abilities. Place the required command on
their crew board to indicate that they have used an
ability, then gain the effects. You may not use another
ability on this crew member until all command tokens
have been removed from their crew board. (See pg. 34
for ability clarifications.)
18
Challenges
A challenge is a test of skill that you must overcome. 3. You may now use crew abilities, adventure cards,
Each challenge is associated with one of the five crew and equipped ability cards to alter the outcomes of
skills: strength, cunning, savvy, perception, or craft. the fate draw by spending command to activate their
abilities. Any player may also discard ability cards
A basic challenge looks like this: in hand to give +1 skill of the type specified on the
card. Players may discard any number of ability cards.
STRENGTH 5
Fail: -3 health
In this example, you must achieve a total of 5 4. If the final skill number is equal to or greater
strength or higher. If you fail you will take the failure than the required challenge number, you succeed.
consequence. Otherwise, you fail and must take consequences.
19
Failure Failure Example
If you fail, apply the consequences listed after In the choice below, Tom achieves 7 skill, so he must apply the
the word “fail.” These are some of the possible listed failure effects. He takes 7 damage. He also must place a
consequences: venom token on one of his crew members. He reads the failure
description and then turns to 54.6, continuing as normal.
• -X health: You must take crew damage.
Damage must be applied to any crew A. Search for their trail and follow it into the desert.
members that participated first. The active PERCEPTION 10
player decides where to place damage. Fail: -7 health & gain 1 venom. (The crew runs into and steps
Example: Cid, Jamey, and Zoey achieve 8 skill, on a pack of sand-colored cobras.)
but they needed 9 to pass the challenge. The fail (Turn to 54.6)
consequence is -9 health. They each participated with
one of their crew members and decide to split the
damage between them. Each crew member takes 3
damage.
• Ship Damage: You must take the listed ship Challenge Example
damage. Remember to draw fate for each Cid must complete this challenge:
damage cube so that you know in which
room to place it. A. Climb the vine-covered cliff.
• Turn to X: Some fail consequences require STRENGTH 7
you to turn to a different story number than Fail: -8 health
if you had succeeded. You must turn to (Turn to 16.9)
the specified “fail” story number (in italics),
instead of the number listed on the next line First Cid chooses to have Laurent and Captain Odessa
(if any). participate. He places a fatigue token on each of their player
• Gain Venom/Weakened/Frightened/ boards. They each have 1 strength skill, for a total of 2. Cid
Madness/Low Morale: Place the appropriate draws fate 4. 2+4=6, not enough to succeed.
token on one of your crew members. Place
it on participating crew members first, if He may activate one of his adventure cards that lets him
they don’t already have the same status. redraw fate. He places 1 command on the “Gear” card which
(Remember that a crew member cannot have allows him to redraw. He draws fate 5. 2+5=7, enough for a
2 of the same status token.) success.
• If a consequence lists a specific crew member,
apply the effects to that crew board. Cid succeeds, so he can ignore the consequences of -8 health. He
continues reading, turning to paragraph 16.9.
Sometimes there will be a “Failure Description” listed
to describe what happened in the story. Read this only
if you fail.
20
Combat
Combat Setup Combat Rounds
When a story section ends with the word COMBAT, Start the first combat round and continue with
followed by a list of numbers, you must start a combat rounds until either all enemy cards are
combat and defeat enemies before you can continue defeated or all crew members have 0 health. A combat
your story. Follow these steps to set up combat. round consists of the following:
• Retrieve the listed enemy cards from the enemy ATTACK AND COUNTERATTACK: Players
deck. The deck should be in order, face down. may use their combat action tokens in any
Look through the cards until you find the listed order. Each attack action is (often) followed by a
numbers. (Do not look at the fronts of the other counterattack from a targeted enemy. Attacking is
cards in the deck, only the backs.) Shuffle the explained in further detail below (pg. 23).
cards you just retrieved and place them face up
in a row in the center of the table, without any END OF ROUND: After all players have used
space between cards. (You may place these on the their combat action tokens, all enemies that
atlas if there isn’t room on the table.) have not yet been defeated attack the crew and
activate their end of round abilities (see pg. 24).
• Retrieve the 4 combat action tokens and
distribute them among players. CHECK FOR VICTORY / START NEW
• Four players: each player gets 1 token. ROUND: If any enemies remain, reclaim your
• Three players: the active player gets 2 tokens, combat action tokens and start a new round of
the other players each get 1. combat. If all enemies are defeated, place them
• Two players: each player gets 2 tokens. back in order in the enemy deck and remove
• One player: the player gets all 4 tokens. all combat action tokens and synergy tokens from
crew boards. Then complete your story
• Place each crew member’s synergy token on their in the storybook.
crew board.
21
Combat Icons
Enemy Enemy Cards Enemy Basic
Name, Level,
Attack Damage: This
and Number
enemy deals 2 damage
plus 1 or more for
every uncovered
attack symbol on their
card.
Enemy
Health: Each
heart must Enemy
be covered Defense
to defeat the Number
enemy.
Accuracy:
Listed on crew Enemy Defense:
weapons. Add to fate On enemy cards. Crew
draw to attack an members must meet or
enemy’s defense. exceed this number in
order to hit an enemy.
23
End of Round
END OF ROUND End of Round Example
Any enemies that remain after all players have The Skeletal Warrior and the Flying Eye enemy
used their combat action tokens now attack the cards remain after the players have placed all 4 attack
crew and activate their end of round abilities tokens. They have taken no damage, so all of their
(indicated by the hourglass symbol). Note: Players attacks are active. The Skeletal Warrior now attacks,
can choose to skip to the end of round phase even if they dealing 2 damage to Mac. Next, the Flying Eye
haven’t used all of their combat action tokens in a round. attacks, dealing 3 damage to Laurent and giving Marco
a madness token.
Each enemy attacks one at a time and in order from
left to right, dealing damage to crew members. Now players reclaim their combat action tokens and a
• The active player decides which crew members new combat round begins.
are attacked by each enemy card.
• Damage from one enemy card must all go to one
crew member. Status tokens can go to any crew
member.
• Do not apply any weapon’s block at this
time. You can, however, apply block from
adventure cards, crew abilities, or block
that applies to “end of round enemy attack.”
• If a crew member runs out of health while taking
damage, any remaining damage must be dealt to
another crew member, and so on.
24
Double or Triple Hearts: Some enemy hearts have a
Flying: Enemies with a wing symbol have the flying
number 2 or 3 on them. These hearts require a hit of 2
ability, which means they have +1 defense against any
or 3 damage to cover (although you still only place one
weapons that do not have the “ranged” attribute.
damage token on the square). See the example on the
next page.
Synergy Tokens
Synergy Tokens Audrie: When activated, the crew member
• At the start of each battle, make sure that deals +1 damage during their attack.
each crew member’s synergy token is on the
matching crew board. Note: when not in Captain Odessa: When activated, the
combat, these tokens do not need to be crew member may place damage diagonally.
on the crew boards and you may place
them to the side to save space. Gregory: You may activate this token
• If a crew member ever places damage when the crew member reaches 0 health.
on a square with a synergy point (the red Restore 2 health to the crew member.
diamond), they place their synergy token on a
different crew board. Kannan: When activated, the crew
• If a crew member has a synergy token from member redraws fate during an attack.
a different crew member on their board,
they may return it to the matching board in Kasumi: When activated, the crew
order to use the ability listed on the token member deals +1 damage during their attack.
(this is called “activating” the synergy token).
Synergy tokens can be activated after drawing Laurent: When activated, the crew
fate. member deals +1 damage during their attack.
• Crew members cannot use the ability of their
own synergy tokens. Mac: When activated, the crew member
• A synergy token can be returned at any gains +2 accuracy during their attack. You
time to the matching crew member without may activate this after drawing fate.
activating it.
Marco: When activated, the crew member
Synergy token abilities are explained in the can deal an extra 2 damage during an
box to the right. attack. This damage may not be placed on
enemy heart symbols (but can be placed
on enemy abilities and attack damage). This damage
Synergy Point
must be placed adjacently to the other damage in the
same attack, as normal.
25
Combat Examples
26
Combat Round Example
Cid and Zoey are attacked by a Skeletal Warrior, a
Flying Eye, and an Infernal Jackal. They start the first
combat round. They each have two combat action
tokens.
27
Other Rules
Quest Cards Defeat
When the storybook says “Gain quest x,” retrieve the Your main goals in Sleeping Gods are to find totems
matching quest card from the deck and place it face and survive the dangers of the Wandering Sea. As you
up near the atlas. (Keep all other quests secret and in order.) journey, there are a number of ways that you can meet
defeat. Defeat means something different depending
When the storybook says “Lose quest x,” or on the mode you are playing (normal or brutal). There
“Complete quest x,” place the specified card in the are two ways you can be defeated:
used quest box. Once quests are in this box, you • All crew member health is reduced to 0.
cannot retrieve them (unless you are reseting the game • The ship has 11 damage.
for a new campaign).
28
Adventure Cards
Adventure cards represent the people, equipment, which are explained below). You gain adventure
knowledge, and totems you find on your journey. cards by exploring or by purchasing market cards
When you gain an adventure card, place it near the (market cards are a type of adventure card). ANY
other adventure cards you own, face up near the ship player can use adventure cards you own at any time,
board. You can use the abilities on these cards by even to help another player in a challenge or combat.
placing command tokens on them (except weapons,
Totems
You must find as many totems as possible. The
number of totems you find will determine the story
finale at the end of the campaign. Totems have a
special “totem” symbol in the top left corner of the
card. All totems are adventure cards.
Command
cost to
activate
the card.
Place the
command
on the card
when you
use it.
29
This is a recipe. When you activate this When you activate this card, it gives a
card, you can pay 3 of any type of food crew member +3 temporary block. You
(meat, grain, vegetables) to remove 3 can only use block in combat. Block
fatigue from crew members and remove 1 allows you to ignore damage.
low morale status token.
With this recipe, you Market cards When you activate this
must pay 3 grain. You have a cost in card, you may remove 1
may remove 3 fatigue the bottom madness from any crew
and restore 3 health. You right corner. member OR gain 3 savvy
may divide these benefits Market cards are during a challenge.
among different crew adventure cards
members. that you can
purchase using a
“Visit a Market Designer’s Note: In the later stages of your campaign, it is likely
Location” action. that you will have twenty or more adventure cards. To keep the
play area organized, you may wish to place some of the cards
that you don’t plan to use in a pile to the side. For example, you
might own two recipes that are very similar except one of them
is obviously better. In this case, you likely won’t need the inferior
recipe and can place it to the side, to clean up the play area.
30
Campaign
When you start a new campaign, write the players’ Sleeping Gods can only support one campaign at a time.
names on a new journey log sheet. Also mark if you This is because you need to keep track of which quest
are playing normal or brutal mode. Use this sheet cards you have completed, current crew health and
throughout the campaign to write down when you status effects, adventure cards you own, and more.
gain experience points (XP) and when you need to
save the game. You may reset the campaign at any time by following
the steps on pg. 33.
On the back of the journey log is a map of the
Wandering Seas. It is HIGHLY RECOMMENDED
to write notes on this map to help you remember
things, such as where you’ve been, where you want to
Saving the Game
return, and more. If you know that a certain location
At the start of any player’s turn, you can decide to
requires a keyword, you can write this down as well so
stop playing and save your game. You only need
you know where to return when you gain the keyword
to do this if you want to pack up the game. This is
later.
simply a way to keep track of your progress so you
can continue another time. A campaign takes around
10-20 hours to complete, so if you have a dedicated
space to keep the game set up, you do not need to
Journey Log save the game.
31
Setting Up a Saved Game 8. Place the deck of enemy cards near the board, face
1. Place the atlas in the center of the table and turn to down (IMPORTANT: Do not change the order of
the page of the location indicated on the most recent cards in this deck and do not look through this deck
save line on the journey log sheet. Place the ship unless instructed).
token in the listed region.
9. Place all of your current quest cards near the
2. Place the ship board near the atlas. Place the ship ship board. Place the magnetic card box nearby
damage markers as indicated on the most recent save (IMPORTANT: Do not change the order of cards
line of the journey log. Place any resources and coins in the box, and do not look through the cards unless
from the campaign box on the ship board. instructed).
3. One by one, remove the crew members and all 10. Place all remaining tokens and the storybook near
associated tokens and cards from the crew bags. Keep the board.
all associated tokens and cards with each respective
crew member. Place the Captain Sofi Odessa crew 11. Shuffle the search tokens and place them in a
board near the ship board, in the center of the table. stack, face down, near the board.
Distribute the remaining crew boards among the
players as evenly as possible. Each player places their 12. Decide who will be the first player. Give the
crew boards in front of them. starting player the captain token. Give each player
their hand of ability cards and command tokens
4. When you last saved, the ability card draw deck was according to the most recent save line on the journey
placed face down, while the discard pile was placed log (player 1, player 2, etc).
face up. Now place these two decks near the atlas, but
keep them separate.
32
Adding & Removing Resetting the Game for a
Players New Campaign
You can add or remove players at the end of any turn. To reset the game for a new campaign, follow these
steps:
Follow these steps to add a player:
1. Return all adventure cards to the adventure deck.
1. After the current turn ends, split up crew boards Make sure all cards in this deck are in numerical order
and assign them to each player as evenly as possible (starting with 1 when face down).
(except Captain Odessa, who is always controlled by
the active player). 2. Return all quest cards to the quest deck (including
quest cards from the used quest box). Make sure the
Follow these steps to remove a player: cards are in numerical order (starting with 1 when
face down).
1. After the current turn ends, reassign crew members
to players as evenly as possible (except Captain 3. Return all level cards to the supply.
Odessa, who is always controlled by the active player).
4. Return all tokens to the supply.
2. The player that is leaving must discard 1 ability card
and all of their command but 1. The active player
decides how to distribute the remaining cards and
command token to the other players.
33
Variant: Dice Ability Clarifications
If playing with this variant, you may roll a six-sided General Crew Board Ability Rules
die any time you must draw fate, instead of drawing fate.
+1 Damage: This can only be added to an attack
Designer’s Note: Some groups may prefer this, but the downside the crew member performs. The damage cannot be
is that it adds more chaos to the game. In the current system, dealt by itself, and it cannot be added to another crew
you can manipulate your ability deck somewhat by holding member’s attack.
onto low numbers in hand, or equipping low numbers to crew
members so they are not in the deck. You can also make rough Block: You cannot use this to block damage dealt to
calculations based on how many 1s and 6s you’ve seen drawn another crew member.
(because 1s and 6s are half as common as other numbers).
When using dice, you lose these benefits. +1 Accuracy: You cannot use this on another crew
member’s attack.
At the end of the campaign, write down your final Repair 1: Remove 1 damage from the ship when you
score on your journey log sheet. use this ability.
Specific Cards
Surprise Strike: Discard the card to deal 1 damage (no
enemy counterattack). You do not need to draw fate
or use a combat action token to deal this damage.
34
Enemy Abilities Clarifications
Adjacent deal +1/+2 damage: This activates at the Low Morale: This activates at the end of each
end of each combat round. Any enemy cards adjacent combat round. A crew member gains 1 low morale
to this card deal +1/+2 damage during their end of token (the active player chooses who).
round attack.
Frighten: This activates at the end of each combat 1 Ship Damage: This activates at the end of each
round. A crew member gains 1 frightened combat round. The ship takes 1 damage. Draw fate to
status token (the active player chooses who). determine which rooms are hit.
35
Achievements
Whenever you find a totem, mark the appropriate
box on the achievement sheet. When you complete
various campaign endings, mark the specified endings
boxes on the achievement sheet. As you discover
totems and endings, you gain “unlocked cards”.
Unlocked Cards
Unlocked cards are specific cards in the quest deck.
Mark the unlocked cards you achieve when you have
the specified number of totems/endings.
36
Enemy Level Difficulty A Note on Rewards
Often before combat starts, you can see the level of The words “materials” and “vegetables” are short
the combined enemies. Here is a helpful chart to give for “materials token” and “vegetables token.” Each
you a general idea of how difficult the combat will be. token represents a variety of building materials
or vegetables. “Gain 1 materials” means “Gain 1
Combat Level Difficulty materials token.”
3-8 Very Easy
9-11 Easy
12-13
14-17
Medium
Dangerous
Strategy Tips
18-22 Deadly
• Remember to equip ability cards early on in each
event deck. They drastically improve your ability
Exploring a Town/City to succeed at challenges, but it’s easy to forget to
equip them. Also, at the end of each event deck,
you’ll have to discard all equipped ability cards,
Some stories start with a town or city name in bold. so it’s a good idea to equip them early on in each
In this case, the story structure often allows you to event deck.
select all of the various choices in the same visit, one
by one. You may not, however, select the same choice • If you find yourself constantly running out of
more than once during each explore action at the health or have too much fatigue, use the ship’s
town/city. deck action more often so you can get food. Use
your recipes, and go to the market to get better
recipes that more efficiently replenish health and
remove fatigue.
Explore Tokens
Sometimes a story will say “gain explore A,” or
another letter. In this case, gain the explore token
with the appropriate letter. Follow the instructions if
a paragraph mentions a specific explore token.
37
Index Credits
Ability Card 7, 17
Game Design and Illustration
Actions 13-16
Active Player 8 Ryan Laukat
Adding Players 33 Writing
Adventure Cards 29-30 Malorie Laukat, Ryan Laukat, Brenna Asplund
Brutal Mode 5, 28, 31, 34 Editor
Challenge 19-20 Malorie Laukat
Combat 21-27 Game Development
Components 2-3 Ryan Laukat & Malorie Laukat
Command 17 Additional Development
Crew Ability 18 Alex Davis, Brenna Asplund, Ira Fay
Damage 8, 20, 23
Consulting
Defeat 28
Draw Fate 8 Dan Thurot
Enemy Card 22, 35 Storybook Proofreading
Event Card 12 Malorie Laukat, Brenna Asplund
Explore 15 Rule Book Proofreading
Fail 20 Malorie Laukat, Brenna Asplund, Ira Fay, Brenna
Fate 8 Noonan, Ryan Laukat
Fatigue 8 Quick Start Guide
Hand Limit 7 Malorie Laukat
Hazard 13 Rules Summary Sheet
Health 8
Peter Gifford (Universal Head)
Journey Log 9
Keyword 28
Level Card 16
Market 15 Playtesters
Market Card 15, 29-30 Malorie Laukat, Brenna Asplund, Alex Davis, Dan
Normal Mode 28, 34 Thurot, Kelly Ricks, Geoff Goins, Jeremy Tritchler,
Port 16 Shaun Tritchler, Shaun Bevan, Hilda Vazquez-Bevan,
Quest Card 28 Lara Williams, Spencer Williams, Wesley Tomlin, Tom
Region 9, 13 Aleman, Perry Kleinhenz, Alex Montgomery, Daphne
Repair 9, 16 Marchant, Royce Severson, Tim Fowers, Jeff Beck,
Saving the Game 31-32
Jeff Krause, Eric Dodds, Thomas Thompson, Susie
Search 11
Setup 4-5 Gottlieb, Suzanne Sheldon, Ronnie Norton, Julia
Ship Action 10-11 Chung, Ira Fay
Ship Damage 9
Skills 9 Special thanks to Richard Ham, Suzanne Sheldon,
Splash Damage 24 Eric Dodds, Susie Gottlieb, Thomas Thompson, Dan
Status 9 Thurot, Peter Gifford, & Ira Fay.
Synergy Tokens 25
Travel 13-14 Copyright Red Raven Games 2020
Turn 10-16
Unlocked Cards 36
Weapons 15, 22
XP 16
38
Crew Board Suggested Layout
Players cannot give each other ability cards in hand, but there
are some exceptions: Players can equip their ability cards in
hand to other players’ crew members. Also, any player can
discard ability cards from hand to add skill to a challenge on
another players’ turn.
39
Icons
Attack Damage: The amount
of damage tokens dealt by a crew Totem
member or enemy.
Fate
Block: Ignore this amount of
damage from an attack.
Remove 1 Venom
Vegetables (Food)
40