PIRATE ISLAND INTRODUCTION
Module for Artifact.
Click here for the Core Rules.
Each player controls a Pirate expedition (Ship, Captain, and Crew).
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.
PU PU PLATTER INTRODUCTION
Negotiations game for 3 or more players.
SCENARIO
Players are at a Chinese Restaurant.
They order the Pu Pu Platter.
When it arrives at the table it contains the following items:
2 Eggrolls
2 Springrolls
2 Imperial (Fried) Shrimp
2 Chicken wings
2 Skewers of Teriaki Beef
2 Spare Ribs
2 Pork Dumplings
2 Pieces of Breaded Honey Chicken
Players must determine who will get what items.
PLAYSETS INTRODUCTION
Activity for an adult and one or more small children (age 3+).
MATERIALS
Large pieces of white paper.
Markers, pens, pencils, crayons.
Safety scissors.
CONCEPT
Draw and cutout pictures of your favorite action figures.
Draw background scenery on separate pages.
Play with the picture cutouts out on the scenery.
I do this with my four year-old.
Some ‘play-sets’ we have created include:
Star Wars, Buzz Lightyear, Power Rangers, and
Teenage Mutant Ninja Turtles.
It’s a lot of fun, it’s quality time.
The kids really get into it.
You get to improve your Art Skills.
POWER UP INTRODUCTION
Two player card game of Super Powered Martial Arts Combat.
FIGHTERS
Each fighter starts with 100 hits and 10 Power points.
VICTORY
Reduce your opponent to 0 Hits.
SETUP
Each player draws a hand of 3 cards.
Roll high on 1D6 to see who goes first.
THE DECK
Players share a common deck.
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