Compact adventure tile game with multi-use tiles for building and exploring a map while narrating your own tale.
Every great adventurer keeps a journal to chronicle their story. In this game, you play through an adventure in a world of fantasy and magic by meeting its inhabitants, discovering its locations, and completing side quests by arranging your journal notes and traversing the map trying to make the best story.
The game includes 70 front/back tiles, 6 dice ( 2d6, 1 d12 per player), 50 assorted cubes (red, yellow, blue, black, white), a bunch of uniformly cut tokens for encounters put in/drawn from 2 bags, 2 XP markers (1 per player)
Each player makes their 1st critical choice in the beginning of the game: how to use their 7 double-sided player tiles. 3 will be used for their character side (which dictate 3 scoring strategies among other things) and 4 will be used for their Main Quest sides.
After some more setup (that I'm not bothering to go into here) the starting map is assembled and the game begins.
Players have an adventure tile stack to their left and a hand of stacked adventure tiles displayed in a row in front of them. To the right of the row is the active Main Quest. When the first Main Quest is completed,the next one is added creating a row mirroring the original row (the end result looks sort of like an open book). The rightmost ? of the Main Quest tiles in the row show accumulated powers via icons (these icons match icons on skill tiles. Basically unlocking abilities on your skill actions). When a new Main Quest tile is taken, the player's next character tile is also taken and added in the space below the Journal (finally, new skills are added below that).
Walk a d12 as a player pawn (representing your lvl) around the map collecting tokens from a bag by doing encounters on terrain types according to cubes of a color on the scenario tile (player pawn>terrain type>map tile : cubes>terrain type> scenario tile in the center space of the 3×3 starting map) and the colors of the encounter types according to the players active Main Quest. While you wander about, aim to deliver token types to locations with keywords and complete side quests, and tell your story to the scribes at the shrines to [flip story tokens to their unlock side] unlock even greater strengths!
Players alternate in Day/Night phases for each turn; you have your day phase while I have my night phase but the turn happens simultaneously.
Night Phase player performs the bag draws (day phase player's encounters). 5 tokens, return 1 of their choice, then split the remaining tokens any way as option A. and option B. to for the Day Phase player. When the turn is over, the Night Phase player draws a number** of tiles from the bottom of the other player's deck and takes one into the day phase (return the rest)…
Most of the game is Day Phase stuff.
Day Phase player starts with a mandatory morning action wherein the tile they just took in their night phase is added to either the shared map or their own skills then take 2 actions.
explore, world, journal, and skill.
Explore: choose; either- take a number** of tiles, add them in the order drawn to the front or back of the journal
If the player's pawn is on a "place" terrain type, that map tile may be flipped and interacted with. locations can entered and NPCs reveal keywords for token delivery missions, listed on character tiles (NPC tiles added to the map may not be taken used for story quests or added to your party). When map tiles are flipped, a number** of story tokens are added to the encounter bag.
World: if a player pawn is in a location of a flipped map tile, unlock tokens (flipped story tokens) may be spent to use listed world actions (mostly dice, xp, cube, token, bag manipulation stuff)
Journal: all the pages [adventure tiles] in the journal [first row built during setup] have an icon in the top left, each visible at any position in the journal, I / II / III (imagine a zoom spectrum). I's represent NPCs to meet and interact with, II's represent locations, and III's represent areas). When the open page (right most Adventure tile in the journal) is used for its Journal Action, it is taken from the journal and added to the bottom of the adventure tile stack, then the I/II/III action is performed as (1)move, (1)marshal, or (1)rest
Skill: once unlocked via Main Quests row, skill actions may be used freely by lowering the dice value of skill dice(traveling, cube exchanging, cube spending). Skill checks also occur throughout the game but are not skill actions.
Skill check: do you have 3 or more? If yes..
Encounters have 5 types: recreation, patronage, reconnaissance, urgent, conflict. Day player will (1)announce an encounter (bc they want a cube of a color from the scenario tile), (2) *tips*, (3) chooses between option A. and option B, then (4) takes those tokens into their inventory (spaces on character tiles and party NPCs)
During conflict encounters, NPC tokens in the chosen A/B option, your lvl must be > than NPCs total lvl(s): front/back lvl x character tile type mod + scenario tile mod. If higher than player lvl during conflict the player takes no tokens and their XP is reset to 1. Players can supplement lvl with skill actions. If conflict succeeds, tokens taken as normal, added to inventory space among character tiles and NPC party.
( 5 terrain types: Mountain, grass, forest, farmland, & Village. Each tile has 1 town, and the towns’ loyalty is the color in the star and the colored crosses. Water runs from mountains. Every terrain space with water on its edge gives the player access to water.)
?Complete Main Quests
?Flip story tokens to unlock tokens
??Walk through terrain types indicated by scenario tile in a turn to score 2 XP.
??After encounters, check active Character Tiles for XP scoring combinations among tokens in their inventory. Each Character Tile contains 3 ways to score inventory token combos.
??Map Tiles are added anywhere in the map but may not be reoriented.
??Adventure Tiles are added to the journal in the order drawn all at once, front or back of the row
??side quests are flipped and added to the back of the journal
??Character Tiles are added in a row
??Skill Tiles are added underneath character tiles, 1 per 1, however, the left color ? side of the tile may be left revealed in a splayed row on the left most Character Tile. These colors satisfy the completion cost of Main Quests when discarded. (this is also where NPC party members are added. Max 1)
Character Tiles also list a couple of delivery missions (take x token of type to a keyword, skill check, complete), scoring strategies, and the behavior
of NPC types (example: NPC
type 1, 2, 4= no token flip, NPC 3= token flip)
**Character tiles are placed in a row to form an XP track. When a player’s XP marker is on the 1st/2nd/3rd character tile in the row, the XP is considered Lo/Mid/Hi. This usually means 1/2/3 for number purposes
-Main Quest Tiles-
Main quests are completed by returning 3 or more collected skill tiles/cubes (corresponding to the sequence of colors/encounters) to the other players adventure tile stack. When a new Main Quest is added, new cubes and tokens are added to the encounter bag and scenario tile.
Once a side quest in the journal becomes the open page, a reward is earned according to the placement of the cube on it then the tile is placed in a pile to be scored at the end of the game.
Story tokens are flipped by doing a skill check at a keyword:shrine on the location side of some starting map tiles. Tell the story of what happened, RP a little, maybe 3-5 sentences per token then flip em. XP earned = X tokens2 (XP Tracks on each character tile are 9 spaces)
Other double sided tokens include:
??Item / Treasure (collected for scoring)
??Message / Relic (deliveries dictated via Main Quests / Keyword:Shrines)
??NPC lvl Lo / NPC lvl Mid / Hi (x1, x2, x3)
??Wound / Injury /Special wound (removed by skill check at keyword)
-Wound / Injury / Special Wounds
At the end of a turn total wound tokens subtract from a player's XP. Wound tokens subtract XP = number** of x wound (and special wound) tokens at the end of turn and then are returned to the bag. When a special wound is taken, it occupies an empty inventory space if possible and are not returned at the end of turn.
Located on various tiles by their name.
Shrine 1/2/3/4*: 4 colors of shrines (no black). When a story is told there, that player reoriented their XP marker to show their NEW alignment (this is how the tip mode changes)
Location keywords: hopefully thematically line up with the world actions the location offers.
Scoring round begins after a Day player completes their 4 Main quests, then 1 more turn.
Score all Personal Tiles in numerical order (oh yeah, player tiles have a number for scoring initiative). Each player tallys the points earned from the scoring strategies on each of their tiles (9/14 total). If at any point during the scoring a player has 4 or more ?’s than the other player, they win regardless of final points (?’s earned by completing side quests, a certain scoring strategy activates ?’s on completed Main Quests)