ADVENTURERS
INTRODUCTION
1930-1940’s Adventuring:
Save the damsel, defeat the villain, and recover the ancient artifact.
DECK
Players share a common deck.
Six sided dice are required.
VICTORY
Your Adventurer must be the first to visit 5 locations.
The last location must be an Ancient location.
You recover the ancient relic before your adversaries.
SETUP
Pick your adventurer type.
Draw 5 cards.
Roll high on 1D6 to determine who goes first.
ADVENTURER
Profession: Advantage:
Actor +1D6 vs Person cards if not using a weapon card
Archaeologist +1D6 vs Trap Encounters
College Professor Discard a card to look at the next 4 cards in the deck
Daredevil Pilot Draw an extra card when you play a Travel card
Gangster You may use enemy cards as weapon cards
Inventor Draw an extra card when you play a Weapon card
Museum Curator Draw an extra card when you play a Research card
Occult Expert Draw an extra card when you play an Ancient card
Private Investigator In draw phase draw an extra card and discard one
Reporter Hand size +2
Trapper +1D6 vs Animal Encounters
Soldier of Fortune +1D6 vs Enemy Encounters
Sea Captain +1D6 vs Water Encounters
TURN SEQUENCE
Players take turns.
Each turn has 5 phases:
1. Draw Phase
2. Research Phase
3. Travel Phase
4. Encounter Phase
5. Research Phase
DRAW PHASE
Draw 2 cards.
Max hand size = 5. Discard excess cards.
If the deck runs out shuffle the discard and draw again.
RESEARCH PHASE
Play research cards in this phase.
TRAVEL PHASE
If there is an Encounter card in front of the active player skip this phase.
If not, the active player may play a Travel card or a Location card face up.
The new card is placed on top of the players previously played travel/location card.
A location card may only be played if the previous card was a Travel card.
ENCOUNTER PHASE
If your are not currently facing an unresolved Encounter card, the
Opponent to your right may play an Encounter card from his hand on you.
The Encounter card must match the top Travel or Location card you have face up.
The opponent rolls 3D6 or 4D6 for the Encounter card according to the
cards description (Force 3 or 4).
This is the Encounter roll.
The opponent may attach a Weapon card to a Person Encounter for an additional 1D6.
The active player rolls 3D6. This is the Escape roll.
The player may play a weapon card for an additional 1D6.
Weapon cards cannot be used against trap encounters.
If the Escape roll is higher that the encounter roll discard the
encounter card, otherwise it stays in play.
Some Action, Item cards will cause the automatic escape from an encounter.
CARD LIST TYPE NOTATION
W = Weapon
A = Action
E = Encounter
H = Help
I = Item
T = Travel
R = Research
COMMON DECK CARD LIST
Card Name: Type Notes:
Bullwhip W Force +1
Disarm A Negate a Foes weapon card
Submachine Gun W Force +1
Thrown Knife W Force +1
Machine Gun W Force +1
Revolver W Force +1
Run away A Evade Encounter & Discard 2 cards
Car Chase E Enemy Force = 3: Road
Chase Scene E Enemy Force = 3: Anywhere
Swing to Freedom A Evade Encounter & Discard 2 cards
Big Burly Nazi E Enemy Force = 3: Fisticuffs: will not use guns
Insect Swarm E Swarm Force = 3: Location Indoor
Sewer Rats E Swarm Force = 3: Location Indoor
Snake Den E Swarm Force = 3: Location Indoor
Tarantula E Animal Force = 3: Anywhere
Pit Trap E Force = 3: Ancient Location
Big Burly Arab E Enemy Force = 3: Location
Hide A Evade Non-trap Encounter
Sliding Doors A Evade Indoor Encounter
Secret Passage A Evade Indoor Encounter
Tiger E Animal Force = 3: Location Outdoor
Crocodile E Animal Force = 3: Location Outdoor
Bound & Gagged E Force = 3: Travel or Civilization
German Officer E Person Force = 3: Anywhere
SS Guards E Person Force = 3: Anywhere
Armored Car E Enemy Force = 3: Road, Ground
Mystery Man E Person Force = 3: Anywhere
Barroom Brawl E Enemy Force = 3: Non-sea Travel
Fighter Plane E Enemy Force = 3: Travel
Panzer Tank E Enemy Force = 3: Road, Ground
Flame Thrower W Force +1
Out of Control Fire E Force = 3: Indoors
Topple Pillars A Evade Ancient Indoor Encounter
Read Hieroglyphics R Discard hand & draw 5 cards
Bazooka W Force +1
Poisoned Dates E Force = 3: Anywhere
Trained Monkey H Evade Encounter & Discard 2 cards
Treasure Map R Look at top 5 cards of deck & keep 1
Steamboat T Water
Motorcycle T Road
Ocean Liner T Water
Luxury Liner T Water
Freighter T Water
Troop Truck T Road
Air Liner T Air
Train T Train
U-Boat T Water
Zeppelin T Air
Prop Plane T Air
Auto-Gyro T Air
Sporty Roadster T Road
Safari T Ground
Biplane T Air
Seaplane T Air
Mountaineering T Ground
Deep Sea Diving T Water
Speed Boat T Water
Hiking T Ground
Balloon T Air
Camels T Ground
Horses T Ground
Schooner T Water
Orient Express T Train
Chinese Junk T Water
Temple L Indoor: Ancient
Mines L Indoor: Ancient
Pyramid L Indoor: Ancient
Caves L Indoor: Ancient
Mansion L Indoor: Civilization
Archeological Dig L Indoor: Ancient
Fortress L Indoor: Ancient
Catacombs L Indoor: Ancient
Ziggurat L Indoor: Ancient
Island L Outside: Wild & Water
Palace L Indoor: Ancient & Civilization
Camp L Outside: Wild
Airfield L Outside: Civilization
Hotel L Indoor: Civilization
Docks L Outside: Civilization
Desert L Outside: Wild
Jungle L Outside: Wild
Marketplace L Outside: Civilization
Decipher Engravings A Discard hand & draw 5 cards
Mistaken Identity A Evade Person Encounter
Love Interest H Evade Encounter
Arab Contact H Evade Encounter
Translator H Look at opponent’s hand
Guide H Look at top 5 cards of deck & keep 1
Nemesis E Person Force = 4: Anywhere
Gangsters E Enemy Force = 3: Anywhere
Gestapo Officer E Person Force = 3: Anywhere
Sharks E Force = 3: Water
Mata Hari E Person Force = 4: Civilization
Museum R Look at next 10 cards in deck
Nazi Spy R Look at opponent’s hand
Informant R Look at opponent’s hand
Interrogate R Look at opponent’s hand
Native Cultists E Force = 3: Outside Location
Saboteur A Opponent must discard 3 cards
Villain E Force = 4: Anywhere
Radio R Look at next 7 cards in deck
Sidekick Kid H Force +1
Rowdy Sailors E Enemy Force = 3: Water
Thugs E Enemy Force = 3: Travel, Civilization
Arab Diggers R Look at top 5 cards of deck & keep 1
Rolling Boulder Trap E Force = 3: Indoor Ancient
Shooting Dart Trap E Force = 3: Indoor Ancient
Jump off Cliff A Escape Ground, Train, Road, Wild Encounter
Machete W Force +1
Grenade W Force +1
Torch I Force +1 vs Indoor Location Encounter
Rope I Escape Trap
Natives with Blowguns E Force = 3: Location Outside
Dynamite A Escape Encounter & Discard 2 cards