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.










Return to Warpspawn Mainpage