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Yaquinto's Swashbuckler
Yaquinto's Swashbuckler from the 1980ps
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Yaquinto's Swashbuckler
Yaquinto's Swashbuckler from the 1980ps
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ayeblackbart
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i 1802 TABLE OF CONTENTS washbuckler brpoueiON OTHE GA ava A game of Swordplay and Derring-do ti Reral Becton he Gee 1 an i SET UP AND PREPARATION FOR PLAY .. - dame bord Set Us : ti, Choreter Selection Grr Show Preparation Hh Rondon Gherseter Unt Ser Up ‘THE BASIC GAME RULES « I 'Inereduction to the Basie Game Rules Ii, ‘The Basic Gama Sequence of Pay Detensible Characse Units Morking Stuns ~ Repjoting Orders Marking Injuries on Charoctr Un Effects of Injuries on Char Special Attooks and Inei Caving te Playing Area f IV. Action Order Execution and Resoition ‘A “Trrowing Ordare Be, Wave Hot Orders Shoving Orders 3 Block Orders ‘Swordolay Order Execution and Resolution 1, Movement Order Execution and Fsohston. ; z i e Aut i $: & Vil, Order Contliets~ Showing Vili, Vietory Conditions ~ How io Win ti THE OPTIONAL RULES... {: Inerodutlon tothe Optionél Fuies Ui !GpigalChareter etwmintion << Vi, Strength Modifiers. = <>. Vii. Expenclng and Recoveries Enuranca Factor ~ Run Movement Ordars Xi Character DevelopmentINTRODUCTION TO THE GAME “The Hoot plan and deck pian also show various features that are used in play. ‘The dlagrams below point thee Testares out |. GENERAL INTRODUCTION SWASHBUCKLER (s 2 come of skill and strategy that is based eer ‘on personal combat. The rules provide a tonquevn-cheak repre: ‘Geel ‘ntation of combat batween opponents srmaed with swords and Gaogors in the Soventoontn center Fonscastin) ‘The game provides settings for both ehip-board actions and ts arn Brows. The Base Gamo sextion has ater for the goes Simplest fem. "The Optionsl Fules are for experienced players ‘seeking a more complex and detlid game. ‘The Tues need not bbe memorized, but should be earetuly and thoroughly read. ‘The most commonly nessed end used game information fe given ‘on the Game Cards, Order Sheet, and Set Up Card for easy ‘eterence during play. The rus should be used 99 reference for questions thet are during the playing ofa game, and a Table bow: ‘of Content is included for eas in foratng needed rales wow sTes RAILING IL. THE NUMBER OF PLAYERS \SWASHBUCKLER can te played by two oF more players, each RAILING? player controling from two ta four Charectr unite, The fecor {nde maximum qumbor of players eae, 8 this isthe noe {hat Comfortably gather atound and observe the garboer ring play, eS wasTs: QUARTERDECK II. ABRIEF DESCRIPTION OF THE GAME Esch player convols two or more Character units, and vse them FLOORPLAN: i ie ‘© accomplish the game's oblectives Trough combot with the aes || RAC Seen ‘ther players” Character unit. Care planning exami. The players must maneuver thelr Character uniteln the mow efficent ‘at the same time, eliminating the layers Characior units. IV. THE GAME EQUIPMENT Top following components ave usd for te pay of SWASH- BUCKLER, "Ploae inspect them coretuly, and familiarize your 3 with thor whila reading this section of the rules. Some Eomponents require preporation before they can be wed in'& ‘ime, 20 follow the rection for preparing them wats A.THE GAMEBOARD: The sameboard consiets of two play- Ing "Areas", ane on tach half of the gumeboetd surfece. The ‘"Tavorn Arca” shows the floorplan of types! tavern Ton, OF barroom. The “Ship Area" shove the deck plans of two atop: Bled ships. "One or the othor of these Areas fs used for a ‘vial gam, and they form the playing surfaces 09 which the ‘its are placed end moved. “A sauare ide printed On th ‘Areas to devormine movement, facing, and the exsct postions of the units, Each individual square that contnine part of the floor ‘or deck pion is used In pig, andi called 2 “square Cie fp — 00h Each Area is surrounded by 2 system of letters and numbers. “The exact identification of each square i found by cromgrid- MAIN TAVERN AREA ding a leter and 2 number to pie an identification such as 2 swasnauck.er. THE PLAYING PIECES: Tho samo includes 96 playing Dicer, which ae ecut ond mast be punched out of tei frame forusi. There playing leces recalled “unis”, and are descr ‘below 1. CHARACTER UNITS: There are two types of Character Unite inekides in the gure, "Muskoters™ and "Prats". Each Character unit hes on aemtfying name. The eight units Of each type oe further divided into four color. PICTORIAL SYMBOL MUSKETEER PIRATE &|| 2 character Name — LEFT SIDE OF UNIT 2. EQUIPMENT UNITS: There are two types of Equipment ‘SWORD UNITS: May be used to represent ether a rapier or oe oe b. DAGGER UNITS: These represent daggers, short swords, prey ee F 13, FURNITURE UNITS: There are eavon sypee of Furniture iii ‘8. CHAIR UNITS: Thaee represent wooden chars, They are {iad oni Yor games played inthe Tavern Area 8 bb. TABLE UNITS: Thowp represent wooden tables. Thay are {sed only for gemes played inthe Tavorn Area. Thay are of Sw “iftrent sizes, one size being two squares long, and the other Size being tee squaes long. ._ SPAR/SHELF UNITS: “These represint wooden shelves end Called Sho units for sames played inthe Tavera Arwa. They fepreeane wooden spars stached to ship's mats and are called Spar units Yor games played inthe Ship Area, (Eee) 44, CANNON UNITS: ‘These represent shipboard a ‘They are weed only fox games played inthe Ship Area. NOTE: Cannan units donot ire. ‘They ar. wsed only for furniture. ‘¢, TREASURE CHEST UNITS:_Thesa ronresnt chests full of Pieces of eight, jewelry, ete. They are used only for games played in the Ship Area, {, CHANDELIER UNITS: Thess resresent Ranging chandelers. ‘Fnayare used only for gomes played inthe Tavern Area eS |& MUG UNITS: These represent ole mugs or alesse. Thore ar {So different types, one emoty, andthe other ful. They are Used only Tor games played in the Tavern Area FULL MUG UNIT @| 8 NOTE: There ae no differences between Full and Empty Mug Units in the Basic Come EMPTY MUG UNIT ©. PLASTIC BAGS: Tuo plastic bags ar included for the sepe- forion and slorago of the units after they are punched out Squeere the ir-out of these bags before sealing them to hold 8 unite 2 thar he renutng packages willbe lat posible 1D. GAME CARDS: The Gare Card eontaine the most used ‘hart, tables, nd rules edd for playing she game , RULEBOO! the game. “This booklet contains all the rules of play for F. SET UP CARD: The Set Up Card contains the Information heeded for setting un games, Ital includes two printed Carpet Units Cut the eard along the dotted line, then earetully cut aut the two printed Carpet units. Carpet units are used only for umes plaved inthe Tavern Area, and they ate consbered tobe Frmitare nit G. ORDER SHEET CARD: The Ordor Shoot Card should be ‘Suplieated on a copier, The copies are used by the players ‘uring a eome. HL OTHER: The following a fre nacesry fr play: ot included in the game, but 1. Two standard sixsided doe, one white, the oxher colored. 12. One pencil for euch player. These ae used to write orders on The Order Shock, |. GAME EQUIPMENT STORAGE: When not in uso, the piss ‘ie bags containing the unit, the Game and Set Up Cards, the Rulebook, and copies of the’ Order Shaet can be stored in the ockstso ‘A‘couple of rub. ber bande around the folded lacket will hold the stored com nents in place when the game fs notin ust. SET UP AND PREPARATION FOR PLAY GAMEBOARD SET UP “The players must decide which Area will be used for the gar ‘This decision will datermine which hat of the mapboard ts st bp for the gore ~ the other hal Is not used, and can be ignored. A. PLAYING SURFACE: SWASHBUCKLER can be played on ‘Say smooth level srtece, but a table is bert There shoule be oom on the table Tor thé gareboard and al other needed game arts. 8. SHIP AREA SET UF Setup a allows ‘Gomes played on the Ship Ares are 1. SPAR UNITS: Spar units are plesed touching the mart. Four Spor units ae placed on each ship exactly shown Below! FOREWAST — MAINWAST — MIZZENMAST (1 Soar) (25pa) “7 Spar) 2, CANNON UNITS: Four Cannon units are places on each Shin, "Thwy fe placed ‘wo on each side of sazh ship, on the Forocatl, Spat Deck, or Quarterdeck. They may not be paces in Hold, Step, or Bow sauares 3. TREASURE CHEST UNITS: Place one Treasure Chest unit ina Hols square oa each ship. It should not be placed in the Stop scuares, C. TAVERN AREA SET UP: Games played on the Tavern Ares Se set up in the following order 1, CARPET UNITS: The wo Corpet units may be placed Covering sty eaures except Stair andor Bsleony squares, 2. TABLE UNITS: The Table units may be spread around the Floorplan in any squares except the Stal and/or Balcony squares. swasHaucKLeR 344, SHELF UNITS: The Shelf unite may be placed in any Wal ‘Suares not already containing Table or Char units, "They {hould be stacked one on top of another from two to four unite fos '5, CHANDELIER UNITS: The two Chandelier unite may be piaced in any squares except Wall, Window, or Door squares, 6. MUG UNITS: ‘The Empty Mug units may be stacked on top ‘of Shelf of Table units. ‘The Full Mug unite must be stocked {top of Table unite, "There'can be no more than one Muguni of any type per seuars SAMPLE TAVERN AREA SET UP 4 swasHaucKLeR Ml. CHARACTER SELECTION — ORDER SHEET PREPARATION A. CHARACTER SELECTION: Each playar should select an ‘equal number of Charactar units to contre! in the gerne. Two Character Units per plover is recommeded for te tet fw ‘somes, until experiones ls exined. No ployer should ever try 9 control more then four Character unite in one. gon. nthe Basic Game, there are a0 differences between Pirates ond Muske- teors, £0 ony may be elected. For ease in ident fication, exch ployer should take: Chsrecter units of one type and/or calor, 1. TAVERN AREA GAMES: In somes layed using the Tavern Area, sach player should take on equal number af Character ‘nits “Tn these games, all layers sre on thei own againat all ‘of the other players, regards Of the numba of player, 2, SHIP AREA GAMES: In games played using the Ship Area, the players are dvided by any sarooable manner into two sides, \with any number of players on each side, ‘The numbor of Char Scter units on each side must be equal, regurlaes ofthe number ‘f players on each sides After the sides are determined, each sie Selects one of the ships to be their “ove” or the Mitendy™ Ship. The other ship he “enemy” sip, B. ORDER SHEET PREPARATION: ‘The bottom ofthe Order Sheet contains a lst ofall Order Notations used in plotting ‘fdors on the Sheet. At the top of the Order Shoot are four ‘Character Columna. Each Character Calin is used to plot the Drders for each Character unit thet a ployer contro, and 12 cord Information about that Charactor unit. Each player Should take" an Order Sheet eopy and fl out or follows! 1, NAME: A player wetes the names ofeach Character unit he controls opposite the "Nama line atthe top of each Charector Column. "This identifies the Character ‘unit eeen, Character (Column ie uted form the game. 2. CHARACTERISTICS: ‘Shown in the sample below Fl inthe rast of each column ae Man ences Sx ‘STRENGTH FACTORS. pe sews ENDURANCE FACTORS Petra CONSTITUTION FACTORS———tccecnncn 7 Expense FACTORS. feet eS Pent CHARACTER PICTURE: Shows CCharacor with Sword i right hand, Daggor in eft band. Al! Charscror units are considered ro | 2s ha be armed with one Sword and (ne Dagger at the start of 9 93m8 mm ot DEXTERITY 1S EXPLAINED IN THE OPTIONAL RULES. iT PLAYS NO PART IN THE BASIC GAME WHERE ALL CHARACTER UNITS ARE RIGHT-HANDED, 3. All Chorscter units oe '& shown by the check Gherecver Column, sing up at the start of @ game, Text to the Stanaing Box In wach Ill, RANDOM CHARACTER UNIT SET UP [After the gameboard is sat up and the Order Sheets have boon fied out, it time vo place the Charactor units on the same beara A. ORDER OF SET UP: Each player rolls the two dice, rolling ‘tain, if necessary, to beeak ties. The player rolling the smallest umber ha to place'a Character unit fs, followad in order by the players sitting to hig left. Each player places one Character Unit ats time unt all Charoctor units Mave boon pzesd on the sameboard 8. CHARACTER UNIT SET UP PROCEDURE: The Choractor ‘Sét_Up Chart on the Set Up Card is used to. determine whore (Character its ae placed on the gameboord, 1, As each player is required to places Character nit on the amaboord, that player gaects one of the remaining Character Unit ond vole the to oie. 2. Crostgrid the dice roll with the Area being used forthe game {6 fing the square in which the Charsetr unit = to be plsesa ‘IF the Ship Area is ued, the square used is lays on that Biayers own shi. . IF the gquare is already occupiod by another Cherscter unit ‘het wat peed eae, voll te de sam unl an uhoceuped Seuare i foune The Charactor unite may be placed facing in any dirsetion, Bur the direction must be devermined at tho time the Character ‘nit Placed. 14, The Character units may be placed in sqvares that already ‘contin Furniture uns.” Chareter nits plsceg in squares cone {sining Cannon or Table units are considered to be "on top oF”THE BASIC GAME RULES 1. INTRODUCTION To THE BASIC GAME RULES “The Basic Game Rules cover the play of SWASHBUCKLER in Its simplest form. After reoding the Base Game Rules, new play te should play few games to familiarize themselves with the ‘chanics of play, and to usin experienes with the gare system, ‘The Optional Rules section introduces further tops, and covers {ules that provide additional Mesibility and dell for sdvonced players ofthe game. Il, THE BASIC GAME SEQUENCE OF PLAY “The ome starts when al setup and preperation is complesed. ‘The Some is played in "Turns". Each Turn ls divided int wo “Phaser, wien are performed in the order listed below. The Basic Game sts ton Turns, The. Turn sequences repeated ‘ver and over until te gome fe comp A. THE ORDER PLOT PHASE: The orders for sach Character ‘Gnit must be secretly ploted in its Character Column on the Order Sheet before ny orders are execuws, Players should ‘ork on their Order Shoots in pencil to make erasing ey ‘After sit oraers are writen, iti suggested that players check ‘ver thelr notations to be sure they are correct and egal 1, ORDER SHEET NOTATIONS: Esch Order Notation in- Gicater Uist specific order wil be earied out by the Character Sint at certain tlme during tho Turn. A complet list of the Order Notations is given at the bottom of the Order Sheet for Fetorence when “plotting” orders. All players must lear and use {he Order Notation syster, 30 that any othe player could read nd understand thei Orders, 2. GENERAL NOTATION RULES: The orders are plowed for ‘tach Character unit in the Charset Coluryn identified wth the ‘ome of the unit. The order for euch Turn are plotted on the Tine opposite tho current Turn umber. (i) Ech Character Column is divided into sie “Step Columns. ‘The Order and lest Notations are written in these Stop Col Lun, one per Step Column, {2h Ai Step. Columns for ‘Order Plot Phase with et “Turn must be filed in during the ‘Order or fest Notation b. NOTATION LENGTHS: All individual Order Notations ‘eoaralese of the numberof letters inthe Incvidual notation, are ‘irtten in one Step Column. The "Rest" Notations (he dachet iter the Order Notation lees) re ploted in succeeding Step Column ator the Order Notation, evan i this rogues carrying ver ino the flowing Turn 2, NOTATION EXAMPLE: The folowing example shows the Orders for single Charsctr uni plotted for one Turn (olus one Fest Notation from the "FT over cried over tothe next Rg [a [wm] — [et] — cs aI ‘The_ Character unit le ordered to make 2 Right Turn (A) gn step One, another Fight Tum on Step Two (note that no these Notations are required alter « Right Tum), Throw o Mug (im) on Step Three, make the required fest on Step Four Stier Throwing the htop, Fiip 9 Table ("FT") on Step Five, sod tmake the required Reston Step Six and Step One of the follow ing Turn, THE ORDER EXECUTION AND RESOLUTION PHASE: er ail orgs have been plotted, the players then make the ‘utions or movements with heir Charectr units eracdy as they ‘ore writumn during the Order Plot Phare. Each Turn fe divided Into ax "Stops", and the Tur is revolved one Step at 2 tine Unt the Sheth Stop Is completed. Afzer the Sixth Step is com Dloted, che Turn is over, and new Tuen begins vath another Seder tot Phas. 11, The Order Sheets shauld be Iaid out in full view ofthe other biayers. 2._All plotted orders are carted out and resolved for one Step Botore moving onto the next Step. 13, During Step, the orders are executed In the following roe ‘2. ACTION ORDERS: Action Orders are executed before any Siner tyoes of orders. Action Orders ae executed and resolved {nthe order that they are numbered on the Order Sheet. For crample, all Throw Mug ("WM") Oraers ("4") are executed ‘nay attra Throw Dagger ("WD-” 1"), Throw Sword ("WS Bi) and Wave Hae WH." "37 Orders hove been executed and recived, but before any other Action Orders are executed. SWORDPLAY ORDERS: Swordplay Orders are exscuted ‘iver al Action Orders have bean executed and retolved, Sword: Bloy Orders are considered to be executed and resoived simul- fe MOVEMENT ORDERS: Movement Orders are executed or a Swortply Orders have been executed and resolved. All Movement Order ore considered be enscuted and resolved ‘multanecusly 4, ILLEGAL OR IMPOSSIBLE ORDERS: The ose mechanics {ke core of Character unite that walk mo Walls, Tables ete, {2 thoes should give no problems. ‘Sometimes, however, Ordert {re gon thatthe Charectar unt simply cannot executor even {ty fo do ao, For example, 2 Prone Character unit given orders {0'Go Prone could nat possibly do 10. In these cases, the Cher- Scter unit semply does nothing. Ill GENERAL GAME PROCDURES AND RULES “The following all play @ part in © number of siferentplacet ring a game, A. CONTROLLING PLAYER DEFINITION: A player always Performs af moves end dice rolls forthe Characor units Hated ‘on his Order Sheet. ‘Thus, a player & aways the “controling” ployer for his own Character unit 8, CHARACTER UNIT FACING: Only Churseter unite have raging”. Other types af units have no facing. 1. The “front” of 6 Charaetor unit i the direction in whch the Pictorial symbol is defined to be facing, ax shown in he follow i examphes FRONT FRONT 12, Cheractor units must atl times be facing toward a definite Tide or angle ofthe squers they ozcupy. Bevery careful withthe placement of Character units with reord acing s0 that fo ehancos for confusion ex. NOTE: Ip all cisgrams used in these rules an arrow is used 10 ‘how the Tocing ots Character unit. ‘2. There may never be more than one Character unit in sty sousre, C. READING THE DICE: Two normal, sicsided dice are re fired to play the game, one colored and one white. Erther may te volied ‘when a angle "sie roll” is called Yor by the rules, Both ae. olled when's “ce fll” called for By the rules When volleg topether, they are fend in the order Colored dle, inhite die to form edmbined Aumbers from "11" lowest) 10 TGS" (hiner. Forename, fe colored die shoned 2 "5 and the white de showed 2 °2", the dice number rolled i eed ea D, ELEVATIONS: Different squares on the gsmeboerd have ‘itferent “elevations”, of helghs. ‘Theee heve numerical values signed to therm to citferntate thelr elevations, as follows 1, SHIP AREA ELEVATIONS: Elevation 1: Hold squares, Hold Stop sauore. Elovation 3: Spor Deck squaree, Bow squares, Spar Deck Step souores. Elevation: Guerterdeck squeres, Forecastle square. Elevation 8: Sper squares, Cannon units add °.1" elevation level to any square they oc cupy. 2, TAVERN AREA ELEVATIONS: Elevation 1: Main Tavern Area sures, Stair squares, Elevation 3: Balcony sauores. Elovation 3: Chandar squsres Upright Table units edd #1" elevation to any sausre they oc: swasHBuCKLER 5E. DEFENSIBLE CHARACTER UNITS: A “Detensible” Char. sr unit one that can "w28" an appronching attack, and ie Position todo something about i 1. DEFENSIBLE SQUARES: The DEFENSIGLE SQUARES — SWORDPLAY DIAGRAMS on the Game Card show 1 Char” ‘acter unit's Defensibie squares, Any square shown on the dio {ram that containg a "8" and/or "Lis a Defenaible square, Any opposing Character unit, Thrown unit, Waved Hat, Shoved nit, or Tonpled unit that Is in or putes throush a Defeniole ‘vare, In whole orn part, can ba defended sgeinst by tha Cha fete Unit. Any of these thet ls wholly in or from otver squares ‘round the Character unit cannot be defend againe, and the ‘Character unit is "Indefensibie™ agains tase 2, INDEFENSIBLE SITUATIONS: A Character unit is “In ‘efensibie” during a Step In which has orders to Throw, Sand Up, Go Prone, Gimp, Shove, Yank, Swing, Flip, or Topple. A Character Unit ls0|Irdetensibie during a Step in whieh the Ghorocter unit is without 3 Weapon (Sword or Dagger) ors "Stunned" F, MARKING STUNS — REPLOTTING ORDERS: As «rest of events resolved on the Spaciol Attacks and Incidems Tables Character units mey be “Stunned” for one or more Steps 4, Circle the Steps during which » Character unit wil be Stun ned, a shown Below: THE CHARACTER UNIT IS STUNNED FOR THREE STEPS LyT= [OTe hws #8. If the Stunned Character unit hat» Rest Notation plotted or bbs almady executed 2 plotted order'on the Step in which the Stun takes place, stare marking the Stuns on the following te. (Otherwise, start mer the Stuns onthe cme Step gs the Stan takes place. Stuns may tend Into leer Tume, i necessry, Any orders plotted in circled Steps whils the Character unit “Stunned are ignored. The Character unt can perform no Orders while Stunned, 2, After the last Stop of Stun, the controlling player may re Biot the Orders for the Character unit forthe ros of te current ‘Tamm. ‘This must be done as soon a the Stuns ore marked on the Order Shee.” Ifthe Stuns extend into lle! Turm, or end the trent Turn, the player wots to plot the new orders during the (rae Plot Phow ofthe new Torn. G. MARKING INJURIES ON CHARACTER UNITS: Character ‘ake four different type of Inurl, Body (81, Hess (CH, Right Aten "AMD, and Lett Arm (°°), These ant mark fd on ‘the Profile parts of the Character Picture of the Choraetnr ‘unit's Character Column, by making one mark sexe the nur. ber foreach injury the Cheracter unit hes iaken: For example, five Body injuries are shown marked below: Body: Ut H. EFFECTS OF INJURIES ON CHARACTER UNITS: In. Jule effect Character unite a8 follows G swasHaucxven 1. BODY INJURIES: If half oF more ofall Body injuries are ‘Marked (in the Basie Game, his would be five of more Body Injuries out of the nine slowed), the Cheracter Unit roy. NOt perform any Jump, Climo, or Swing Orders, and may so crter ‘More than o5e mew square curing any one Tur afer eustin: Ing the injures, "Ifthe number of inure equals the total Boy number tited lalways nine in the Basie Gem), the Character Unit is elimineted, the Charactar unit is inverted on the gome- board its saute, and is used no more. 2, HEAD INJURIES: It the numberof injures marked eauols the total Hood number iste (aways tv in the Base Gomel, the Chacaeter unit i eliminated, and the Character units in: verted’on the samaboard in its aqua, ond le used no more, 8. RIGHT ARM INJURIES: the number of iniuries marked ‘ual the total Aight Arm ournber sted (sivays five in the [sic Gomel, the Character unl eno longer abl 1 uae a Sword, ‘or Throw units. If excess Injuries are scored on the Might Arm, ‘they ace marked as Head injuries. Right ended Charsetor units will drop their Swords ta the square all Fight Arm injures ars marke oft 4. LEFT ARM INJURIES: If he number of injuries marked ftuls the total Left Arm umber listed [always two in the Basie Game), the Charactr unit ls no longer able to ue » Dogger with w Lett Arm. If ta Character unit hes no Sword, the Donoet {ule stil be used By the Right Arm, I excess injures are mari fed on the Left Arm, they are marked ae Head Injures, ight. FRanded Character units wil drop thelr Daggers In the sauare si Left Arm injuries are marked of. |. SPECIAL ATTACKS AND INCIDENTS HIT RESOLUTION: Whonaver the possibilty of 8 "HI" oecurs, the following pro. cadure le followed! 1. The Special Attacks and Incidents Tables on the Geme Card ‘put be consulted. Consult the section desi withthe Woe of ‘Attack being resolved.” For example, i's Thrown Mugs “Bit 1s peing resolved, the THROWN MUG section would be consul 2, The player controlling the affected Character unit rolls one die and checks the CHANCE TO AVOID column to ae If she ‘Atiack "Hits" tha Character unit. It "Avoids" fe old, of ‘automatic, the procedure ends with mo results If it" fll ‘9, oF Ik dutomati, there ull be rome results 19 the Characser tit," The results of the "Hit" on the Character unit mune be ‘checked by additional die rolling, The player whose Character unit executed the Action Order Aamo alt asdhiansl co rom 0 determine the rea oF the 3. The INJURIES IF NOT AVOIDED column is checked ond ‘one die rolled. This gives the {it any) type end quantity of Iury sone to the Character unit by the "Hit". Mark any injury ‘done in the appropriete places on the Character Profile . ‘The NOT AVOIDED STEPS OF STUN column is checked ext, and one di rolled sain. This sivee the number of Steps (of "Stun" on the “Hit” Character unit. 5, The CHANCES TO FALL column is then checked, and one ie rolled. This cetermines if the “Hit” Character ‘um wo “fall down’ (“FALLS") a4 9 result of being “Hit”, or wil ee: mein Standing (°NO FALL") ‘Prone units cannot “fall Gone", So this ean be skipped for these units. Ifthe remit is "FALUS™ the STEPS OF STUN IF FALLS column must be checked, and ‘one die agsinroed.. This giver the number of addtional Steps et-+-J-ts EXAMPLE: Kidd Throws 9 Chait unit at Pierre, The THROWN CHAIR section of the Special Attacks and Tncidamts “Tables is used to resoWve the attack The player controlling Pierre rolls ane aie and consults the SiANCETO AVOID cohumn. ‘A'S! rolled so Pree aN , The HITS IF NOT AVOIDED column fs now consulted by the player contralling Kida, “A "4" is rolled) 20 Plame sufers Injures ot "28" (two Body injuries), which are marked In Prore's Cherecter Column, ©. The NOT AVOIDED STEPS OF STUN column is now con- sulted, and a1” rolled on the ai for one “Stan Folled next on the CHANCES TO FALL column, alls, 40 Plate fz now Prone, ond should Se mor Tharesute is das such by cocking the Prone Hox in Piene’s Chorscnr Column, and erasing th checkin the Standing Box, 4, he STEPS OF STUN IF FALLS column is now used, end ‘a’ i rolled on the die. This sds ‘wo, mote “Stare for @ ‘otal of three "Stuns" to be marked in Pierre's Charactor Col J. LEAVING THE PLAYING AREA: Any Character unit that leaves the plaving area, either through Voluntary movement ot by being “shaved” is out of the game, and can Be considered Be eliminate 1, TAVERN AREA: “Units may leave the playing ares through Window oF Doorsquare sides 2. SHIP AREA: Units leave the playing area it they lave the added ofea, oo into a square that does not heve sry port of a Ship Picture init, oF end movernent in a Swing sare IV. ACTION ORDER EXECUTION AND RESOLU- TION. ‘There are fourtean possible Action Orders that may be plotied ‘or a Character unit The Action Orders a listed numeral (1 tnrough 13") in the order In whieh they take place during 4 Step, except forthe “Block” Order, which applies during the ‘entire Step. Prono Character units may’ not execute any Aeton Grders. Action Orders may effect triondly Character unis at ‘well ss opposing Character unitA.THROWING ORDERS: | Character units that have_them ‘may be ordered to “throw” thelr Dapaer ("WO") or Sword Cis. ""They may alo be ordered to "throw @ convenient Chale ive" or Mug ("WHE") uni 1. THROWING ORDER POTENTIAL: Character units may be iven Throwing Orders in the folowing eveurmsaness |. Charsetr units may be ordered to throw 2 Sword or Dagger Sie ithe Charsctr st hee tess availabe. 1. Character units may be ordered to throw @ Chsir unit if the ‘Gheracter unit occupies the same square as an upright Chair unit. & Character units may be ordered to throw 4 Mug (Full or Empty) unit if the Charactr unit oceuplos the tome tauore a2 ‘an unbroken Mug unit or, the Charecter unit most be adlocent fo land facing square contlning an unbroken Mug uni, o ‘Shown In he examples below: ADJACENT TO AND FACING AN UNBROKEN MUG UNIT FACING A SQUARESIDE FACING A SQUARE ANGLE @ S t © 44, Throwing may be done against Character units at any elove- 2, THROWING ORDER EXECUTION: All Dagger, Sword, hair and Mug units may be thrown in any of thes straight lines formed by the sauere grid pottzn trom the front of the CCheracter unit ordered to 0 20. These three directions are Shown in the dagrome below: FACING A SQUARE SIDE FACING ASQUARE ANGLE lat Fiat 7 Salad 94 rae IN EE ‘The controling player solects in which ofthe these directions the unit wll be thrown when the tne comes to actully Oxecut the onder To execute 2 Throwing onder, the thrown unit is moved through the squares ‘on the gomeboard. IY-a Sword oF Dopget Unit it Wow, place one af dregs unis onthe gamaboard and titel it on the Character Pictur on the Order Sheet to show ‘hat the Character unit ne longer hes a Sword or Oogoet Sword, Dapper, and Mug units wil travel any distance until cheracter unit is it, 9 Wall squore side fe reached {at which {ime the unit i considored to hit the wall and fal tothe flow, ‘rte unit leaves the playing area ~ the unit wil eave the play Seg are i it goer "through the door oF 8 window inthe Tavern Area 4. Chie units are moved the same as the other Thrown units, xcept that they wil fl to the floor after moving six squares nothing e hit or se Area ie not lt. 9 Atet once being thrown, Chair units are considered to be no longer upright, but are assumed to be upside-down end broken, nes shrouen, Mug units are iso Considered to bo broken. Both Chair and Mg units should be placed Inverted (white side up) {nthe last square moved to, and cannot be thrown aoain. Sword nd Dapge? units should be lat face up in the last scar they re moved to, and can be picked up later by Character mits and ‘ted aatn. If more than one Character unit i ordered t0 Throw the Some Mug unit, the Charecter unit with tho larger Expertise ctor willbe the one allowed to execute the Order. Ifthe Ex peruse Factors are equal (a they aiveys aren the Basic Game), ie oll should be used Xo sea which allowed to enocuts the ‘rder ith the higher rol geting the Mug un 3. THROWING ORDER RESOLUTION: Unless 2 Thrown unit femters 8 square occupied by 2 Character unit, no resolution Is fequired. Ifa Thrown unit does enter savsre oceunied by 8 may "Hit" the Cherectr unit, and this possible iv must be resolved. If the Character unit “Avoids” the thrown unit, the throw unit should continue to be moved, and ould possibly “tle” another ‘Chavactor tment, Tt the Character units "Hi ‘on the appropriate section of the Special Attacks and Incidents ‘Tobes, es explained in ection Ih. 8. WAVE HAT ORDERS: All Character units are assumed to ‘iways have @ hat avaiable. Waving thi hat may temporarily Blind (*Suun", in game terms) another Charseer unit or units, 41, WAVE HAT ORDER POTENTIAL: Character units may be Bien Wave Het ("WH.") orders at any time when Action Orders an bo ave, 2, WAVE HAT ORDER EXECUTION: The Wave Hat order Bitoct all Defensble squares adigcent to the Charactor unit. Tt {an alfeet. more than one Character unit it'mere than one Drosent in these Detensible squares. The hat is considered Fain usabio over and over ain, so the order can be aven any ‘number of times Tor the same Character unit 3. WAVE HAT ORDER RESOLUTION: Unies: » Character uit, occupies a sauare covered by the HatWaving Character Unit's Detensibie squoes, no resolution is fequied. Ine oF More Character units do orcupy these square, they ray be ‘rte ‘bythe Woved Hat, end thie posable “Hie" must Be re solved. Ie the Character unit “Avoide™ th no effects, If a Character unit or unit ae . SHOVING ORDERS: Choracter units mey be ordered to Sapowe" conventant Chair or Table units 1, SHOVING ORDER POTENTIAL: Cheractor units may be ven Shoving Orders If the Cherscter unit is adjacent to ond {cing a square containing an upright Chale ("VG") or Table CAT unt When “shoved”, the hair or Table unit ie moved one square drcely away from roving Charecter unity in the lrction whigh the. Character tint foes, SHOVED CHAIR UNIT ap] on ee! i) ‘A “shoved! Chair unit will anter one new soua ‘nly & Character unit in that square SHOVED TABLE UNIT i attect b, A “shoved” Tab unit, depending on its siz, wil enter two fr three ew squares, and will afact any Character unit or ws shows squares: eA “shoved” Table unit will algo affect any Cheraeter unit oF Site hat may be on top of Ik when Iti “shoved”. The Char. {scter unit on top of tho Table unit wil be moved with the Table 44, Shoved Table ond Choir units remain upright, end can be ties again. 1H an attempt is made to Shove» Table or Chale unit into @ ‘Sauare se or angle that i 8 Wall or contains Railing or Steps, or if the new square has 3 hisher elevation than the erent square, the Shove con not be made. Table and Chae units can beshoved” through door or window squere sides 4£_If moro than one Charactor unit is ordered to Shove the same Chair or Toble unit, the Character unit with the lorget Strength Factor will be the one allowed to execute the Orser, 1 the Strnath Factor are equal (they always ae in the Bast ‘Gome), a die roll should be used to see which i alowed to exe ‘ute thie order withthe higher rol daing so, 3. SHOVING ORDER RESOLUTION: Unioss 2 Showed unit fhters a square occupied by a Character unit and/or ha 8 Chr. acter unit oF unite on top of it, no resolution fs required. It 3 ‘Shovad unit does enter 2 squire oocupied by a Charster unit ‘anglor there isa Choraeter unit or units ontop atthe Shaved SWASHBUCKLER 7‘nit, the Charseter units mey be “Hit, and thewe “Hite” must bbe fesoved. Its Choractor unit "Hit" the “Hie” must be fesolved on the aporoprite section of the Special Attacks and Ineidonts Fables, explained in section I ‘4 If 9 Cheractr unit “Avoids” @ Shoved Chair unit, the Char- ‘cer unit romaine nthe sauore withthe Chair nt. 1b. A Prone Character unit automatically “Avoid” @ Shaved ‘Table unit, A Charsctor unt that it Standing i aways “Mit bby a Shoved Tabie unit. A Character unt ontop of 9 Table unit WBalways "Hit" D. TOPPLE SHELF ORDERS: Craracter unit may be ordered ‘6 “topple” (Push over) convenient Shelf unite CWT"). 4. TOPPLE ORDER POTENTIAL: Character units moy be given Topple orders if adjacent to and facing # square contain tng wright Shelf units, Its posible to oraer a Charsewer Uni {0 "topple” shalves on himgslt, but, normally, the Character Unit should be placed sdlacant to the Shelf square ts shown To ‘the diagram below: Bio 2. TOPPLE ORDER EXECUTION: When “topnlea, the Shelf Units are unstack and placed, one Shelf unit per square, onthe Suares leading away trom the wall square where ty were ‘figinallystacked."The diagram Below shows how throe stacked Shelf units are placed alter being "toppled wate: ORIGINAL LOCATION —“TOPPLED~ LOCATIONS | Any Character unit or unis jn the squares where the "top- Pied Sheit units "Yall" may be affected ‘ Afer once being toppled, She units are considered to be broken," and no longer upright. They. may. hot be moved oF toppled wisn, but should be placed Inverted In their squares All Mug units thet were stacked on the Shelf units are brok fn, anid should be placed inverted inthe sguares with the Shel? Unie they were sacked with. They eannot be thrown. 1d. More then one Character unit can Topple Shelves et the 3. TOPPLE ORDER RESOLUTION: Unless « Toopied Shelf Unit enters a square occupied by 8 Chardetr unt. ne resolution is neceusary or required.” It'2 Toppled Shell Unit dovs enter 3 square oF Squores ‘occupied by 8 Character unit oF unite the 8 swasheuckten CCharscter units may b6 “Hit™, ond these Hits” must be ro- {ovled.” If Character unit oF Unite “Ht”, the effects of the “Hie” must be resolved on the TOPPLE SHELF section ot the ‘Special Attacks and Incidents Tables, es expisined in section E, YANK CARPET ORDERS: Cheroctor unite may be ordered 16 “yank” convenient Carpet units ("Y="), 1. YANK ORDER POTENTIAL: choractar units mey_be sien Yank orders if sclacert 10 and facing a square containing ' Carpet uni, but not ectuely in's square eontsining part Of that same Carpet unit, 2. YANK ORDER EXECUTION: When “yanked”, the Carpet ‘unit is moved one sausre t0 the right or left of the Character nit, atthe controling layers choice, se esown inthe diagram Baers (CARPET YANKED TO AIGHT Y > > | al ‘2A “yanked” Carpet unit wil affect only Choracter unite that te in 8 square originally covered by the Carpet unit. will not atfect Character units in squares Into which the Carpet unit ig "yanked". All Character anid Fuenture units on top of the Carpet uni will move with Ie whan itis "yank" The Carpet unit may be “yanked again an again during the courte ofa same. &. Carpets, of cours, will “bunch up" and be folded aginst 9 Wall, Falling, or higher slvation square, "yanked into auch ‘bsticies, consider tat il folded and hss ot advanced beyond the borer, IT more than one Character unit is ordered te Yank the sane Carpet unit the Character unit with the largest Strength Factor will be the one allowed o exccute the order, Break tos (as there ‘twavs ar in the Basle Garo) with ae rl 3, YANK ORDER RESOLUTION: Unies Charter unit oc- ‘cups a Carpet unit square, no resolution i requiend. It a Cher- fcter unit or units does eccupy & Carpet sauare or squeres. they se elways “Hit”, and thay must be resolved on the CHARAC- ‘TER ON YANKED CARPET section of tye Spociel Attacks ond Incidents Tables, as expllned in F, FLIP-TABLE ORDERS: Character units may be ordared to "hip" (ETT convenient Table units, 1, FLIPPING ORDER POTENTIAL: Character units mey be sven Flipping Orders if tha: Charecter Unit is ediacent to and Seedy facing » square containing the ond of en Upright Table Unit at shown inthe diagrams below a 2. FLIPPING ORDER EXECUTION: When “lippad”, ‘plated an its oppenite end, and moves tas fume ber of naw squares equel to the size of the Table unit, as shown Inthe diagrams bolow ‘TWO SQUARE TABLE UNIT THREE SQUARE TABLE UNIT Postion botore Fil. Position afer Flip. ‘2A “lipped” Table unit, depending on its size, will ence two three new squeres, and il affect any Character Unit or Units ‘hove squares. wil "lea" agangt a Wal, Railing, or higher levation square, “If “flipped” into such sbstacles, consider i to be leaning, broken, and not scvanend beyond the barren. ‘A “ipped” Table unit wil aio attect any Character unit or tits that may be on top of the Table unit wen ie eloped, Any Character unit on top of & "lipped" Table unt wll move into 2 now sauare with the Table uni. 6. After once being “lipped, @ Table unit is considered to be ‘broken, and no longer uoriaht’ ‘it may not be fipped or shoved ‘gain, But should bo placed iowerted i ta squares, 4. I more than one Character unit is ordered to Flip the same ble unit from oppesto ends of the Table unit, tbe Tas unit {not flipped, but remains in pace. If the Character unite are ‘oth at the same end of the Table unt the Character unit with ‘the largest Strength Factor all be the one slowed to execute {6 order. Grea tes In there always ar inthe Basie Com ‘witha al 2. FLIPPING ORDER RESOLUTION: Unies: «Flipped Table Unit enters a square occupied by @ Character unit or units ondlor has @ Character unit or units on tap of no resolution fe rear (8, Ifa Flipped Table unit dos str square occupied by Chor. {eter units and/or If thore Isa Character unit or units on cop of ‘the Flipped Table uni, the Character units are aveys “Wik, and this must be resolved on the CHARACTER ON SHOVED GR FLIPPED TABLE section of the Special Attacks ond Vncl- dots Tables s explained inG. PICK UP ORDERS: charactor "biek up" Sword (PS ("unite nits may be ordered 10 "PD." oF Treaaure Chest 41, PICK UP ORDER POTENTIAL: Character units may be rdered 10 Pick Up » Sword, Dequer, or Taare Chest unit the Character unit oecupise the sare square as the unit to be Picked Up.” In adzition, « Cheracter unt already carrying 8 “Treasure Chest unit may’ be ordered to put i down by using thesame Order ("PC") 1% Only 2 Character unit that i lacking @ Sword andlor Dasger Sek (chs aril onthe Charan’ Ptr on the Gar ‘Sheet is permiciod to Pick Up one of these Yo roplaca whet is rising. No Character unit may have more than one Sword ‘hd one Dagger available a any onetime, ‘Any Chersctor unit may Pick Up a Treasure Chest unit, ‘Sword and Dagger units mey be Picked Up trom those thet Fave "been thrown, of those on eliminated Character units 2, PICK UP ORDER EXECUTION: Once a Pick Up is made, ‘he! Gira unt considered to be crying to Pgkow ub Unit on his person. ‘4, When a Sword or Degger unit ie Picked Up, the circle on the Gharacter Picture should be erased to show that ft has boon re placed. Once Piekee Up, the Sword of Dagger can be used nor aly. ‘After a Treaeure Chest unit has been Picked Up, the Char- ‘eter Unit is considered to be holding and “carrying Te unt itis ‘put down or the Character unit i eliminated. With the exception of an order to “Pur Down” the Treasure Chest unit, 2 Charactor unit “earrying” a Treasure. Chest unit may execute no Action or Swordplay Orders. ‘They also mey ‘not execute any Climb, Jume, Step Forward and Kiek, or Sng ‘Orders while carrying. Treasure Chest unit. 14. No Character unit may carry more than one Treasure Chest Unie at atime H. BLOCK ORDERS: Character unite may be ordered 10 "Block". This is 8 defensive ection (sucking, itomatially “Aveta ‘Aetions by other Character unite that ite pombe 16 “Avoid” (Thrown ‘Chars, Mugs, Swords, and Deagers, Waved Hots, ‘Shoved Chalr, and Toppied Shales). Block ‘Orcers donot Parry Offensive Swordpiey Orders V. SWORDPLAY ORDER EXECUTION AND RE- SOLUTION ‘The Swordlay Order allow tho Character units to ettack each ‘ther with thelr Swords and Daooers. ‘These Swordplay Orders ‘sre considered to be taking place simultanaoualy, but ean be re: {oled in any conveniant ender. During » Stan no Sworcoley ‘Orders are exceutea unt al Action Orders hve been enecut 3) and resolved. Swordplay Ordors may be vento Stending or Prone Character unit, Swordlay Orders apply opm all friendly endfor oppesing Character units in the squares shown {on the DEFENSIBLE SQUARES. ~ SHORDPLAY DIAGRAMS ‘Shown on the Game Card. ‘A. OFFENSIVE SWORDPLAY ORDERS: Charectr units may Jorered to “attack” by using thew Ofori Sworay dors. 1. LUNGE, STAB, AND RUNNING LUNGE ORDERS: These Swordolay ‘Orders wl affect only units in the square, lettres "U" on the DEFENSIBLE SQUARES ~ SWOROPLAY DIA GRAMS, For the Ruoning Lunge Order, the Character unit le ‘moved forward one square belore the Lue ie made. Tha Stab ‘Order i used only with the Danger, and’ only ifthe Character Unithes ne Sword. 2. SLASH ORDERS: Slash Swordpley Order wil affect units in the squares lettered "Son the DEFENSIBLE SQUARES SWOROPLAY DIAGRAMS, ‘A Slash must be resohed separate- 1y aoainst all Character units in the "S" squares. A Sword ler Quire to execute this order. 3, Prone units may not exccute Otfensive Swordplay Orders 1B. DEFENSIVE SWORDPLAY ORDERS: Charscterunits may ‘be ordered to “defend” by using those Defensive Swordlay Orders 1. PARRY ORDERS: A Parry Swordolay Order wil affect iy Character unit in 9 Deteneibie square ("8") thet using Grfensve Smordoley Order apginst the oarrying Charscter unit. ‘The “patried” Offeneive Swordplay Order automatiealy hee no result. Both Standing and Prone units may execute Pacry Seder, 2. PARRY AND LUNGE ORDERS: This isthe eae ae 8 Pary Swordplay Order, but the Character unit immediatey follows Ub the "party" with's Lunge Order. © Character unit mist have Sword %0 execute this order, and must be Standing, If no Parry" ocoure, the Lungs i nox made, ©. RESOLVING SWORDPLAY ORDERS: Offensive Swor: Biay Orders ar resolved ony it a Career onit or unite fin ' Swordoley sauare of the attacking Character unit, If the OF fensive Swordlay Order Ie Parried, Ie has no result. The Sword and Deaoer Attack Tables used to resolve all unparried Otten” sive Swordpiay Orders, using the following procedure 1, “The Expertise Factors ofthe Attacking thas Offensive Sword Bloy “Ordera) ene "Defending (Character unit_under”sttsck) Character units are compared and the column of the Sword and Dagger Attack Table showing this diference used. | Inthe Basic Game, all Exoartis Factors are equ, so the “0 ‘column i always used Wf the Defending Charstarurit i Defen- sib '. If the Defending Charzter unit s Indefensible, figure the De- fending Character unit's Expertise Factor "0". Since, in the Basie Game, the Attacking Cheracter unit's Exportee Factor Is alnays “11%, this mene that tho "+10 t0 415" colurmn i lueys Used ifthe Defending Character unit is Indatenabe, «I the Defending Charactar unit i armed only with @ Dagger, land the Attacker is ina Defonsble square, oll one che, Ifa", "2% oF "3" ig rolled, the Delender is Detersible. Ia ible. 1d 10 the right oF let 4 another column, deending’on the circumstances, 8, PARRY AND LUNGE: Movo four columns to the right (sr) ifthe Attacking Character unit already sucessfully “per ‘ed the Offensive Sword Order ofthe opposing Character unt. ‘For example, tis would move the column "0 be used trom D"to""10%0 115" . RUNNING LUNGE: Move three columns to the right ifthe ‘iacker has this order © DEFENDER HAS % BODY INJURIES: Move tree columns { the rit i the Defending Character unit aleady hes et lest Snetelf the total number of Body inuras (inthe Besie Game, {his always live or more Body inure. 4, ATTACKER HAS % BODY INJURIES: Move three columns 1 the let ("1 IT the Attacking Chevecter unit sresdy har at Teast one-hit the total numberof Body inure ©. SLASH: If she Attacking Cherscter unit has Sash Orders, ‘howe three columns tothe let. f. LUNGE AT HIGHER ELEVATION DEFENDER: Move (wo columns to the left ifthe Defending Charecer units one or two tlevation levels higher than the Attacking Gheracter unit Sword lay Orders are ineffective againet Character units that ae three fr more elevation levels higher or lower than the Unit wit the orcere 2. SLASH AT HIGHER ELEVATION DEFENDER: Move four olurine to the lat if the Defending Character unit is ove oF {eo ‘elevation Tovels higher than the Attacking Character unit ‘Swordplay Orders are ineffective against Chorseter units thei a three or more elevation levels higher or lower then the unit ‘wlth the dere Once she correct column 1 be used i determined, the two sae roled. The column used is erosgrded withthe nur ber rolled to determine the injuries (f any) seared on whe Dv. fending Character unit. Ad "30" to the number flied on tho slice (ie, "36" would become “6") ifthe Defending Character Units indetensibe ‘4, Mark any injuries i the Character Column of the Defending CGharoeter unit VI. MOVEMENT ORDER EXECUTION AND RESO- LUTION The Movernent Orders are used to sctully move the Charactor units acrost the gomabourd, Those Mevemont Orders ore conic: fred to be taking place simultaneously, but can be carried out in-any convenient order. ‘During a Step, no Moverent Orders se executed until all wordplay Ordars have been executed and Fesolved. swasHBucKLER 9[A. STANDING MOVEMENT ORDERS: Standing Character hits mey be ordered to mv one square in any of four affer: ‘nt reetions, a shown in the diagrams below! FACING A SQUARE SIDE FACING A SQUARE ANGLE A st 1 aa tat : | [sl NOTE: In all of these movements the Character unit koops the ame facing, 11. These orders cannot cause an elevation change unless using Siar or Stop sauaree. 2. Any Character unit using these orders to enter on upright ‘Table square must have a Hit" reed the same as ifthe Table had been “shoved” into the Charger unt. 3. Any Character unit using these orders 10 anter a Cannon ‘auare’of trying to Bass through 3 Wall ot Raling square vice, ‘or move into a higher elevation square wil os unebie to move, nd ml utter one "Stun for the following Step, 4A. Charactr unite may “walk under” Chandeli oF Spar unit 3. PRONE MOVEMENT ORDERS: one Choir unt ‘av be ordered to, move inthe some directions as Standing Grevaetar it, Al tose Order sart with the weer “C™ (ior “cram, For exemple, tho Order Nowaton “CSL=" would be an order forthe Prone Character unit 0 “trent” one square meine 4, Theee orders cannot cause an elevation change unless using Stair or Step sures. 2. Any Chargeter unit using these orders to enter @ Cannon Square of trying to passthrough a Wall oF Piling sure side, oF ‘move into's higher elvstion square wll be unable to move, ond (nil suffer one "Stun" forthe following Step. ©. ELEVATION CHANGE ORDERS: Standing Gharsctor units ‘may be ordered 0 change tele elevation during, movement. ‘This can be done in one of two ways, depending onthe elevation erences between the squares. 1. JUMP MOVEMENT ORDERS: Standing Choroctr units ‘hay be ordered to move inthe same four diaetions asin Stand ina Movement, but they will “Juma” up or down one elevation Inve waite doing so." All ump Oras start with the lator "J" (for “Sump"). "For example, the Order Notation "B=" would bean order for the Charactor unit to “ump” back one square Into a Zouare that one elavatin level higher or lower than the ‘riginal square ccupied. Jump Oran cannot be used Tor 8 ‘change of more than one elevation lavel, 10 swasHsucKLER 2. CLIMB MOVEMENT ORDERS: Standing Character units ‘oy. be ordered to move diroetly forward while “limbing™ up ‘down, twa. or more elevation Jovsls For example, Climb Orders ("Ax") could be used 10 “climb up fom a Spar Deck ‘quar t0 9 Quarterdeck square. ‘& Except when Masts aro “climbed”, the Character unit i Sivays moved Yorward on square When Climbing up or down s Mast, he Character unit ‘emain in is orginal scuare, but changes elevation (Gy. Mess may only be “climbed” when the Character unit both ‘aces the Mast and in 9scuare concaining'a Spar ont. (2) Movemant is not possible wirousn a sjuare anale that €on- taines Mast, The number of Rest Orders required to be listed after 3 iim Order quae the change ia elevation levels oF the mave. For example, 2 thins” (rom 2 Spar Deck square [elevation "Sto a Soar square (Elevation "B") would requlee five Rost Orders after the Climo Order ("A") D. DIRECTION CHANGE MOVEMENT ORDERS: Standing ‘or Prone Character units may be ordered to change the direction in which thoy are facing, "An “R" Ordor calls forthe Gharactar ‘Unit to be turned 48 degrees to the ight An “"L" Oraor call ‘or the Character unit to be tured 49 degrees to theft. Note ‘that no Rest Ordos ae required after hess orders. (ONE RIGHT TURN ("A") ORDER ORIGINAL FACING 2. FINAL FACING E, ATTITUDE CHANGE ORDERS: Character units may be ‘dred! to change their atte from Standing Up to Prone oF ‘rom Prone to Standing Up. 41, Standing Character units may be ordered to Go Prone (eRe. Re when 8 Character unit “fll, th it idcated by ‘checking the Prone Box and erasing the check in the Standing Box in the units Character Column when the Order is executed. 2. Prone Charecter units mey be ordered t0 Stand Up ("UP."), 12 The fact that 8 Charscter unit is Standing Up is indicated ‘ohm the Order js executed by checking the Standing Box and frasing the cheek In the Prone Box in the unity: Choracter Column 'b._Charactor units that attempt to Stand Up in squore contain tha an upg Teble nit a conered Yo Ne th heath, and Prone and rallone gle for the numberof Stune using the STEPS OF STUN IF FALLS Column cf ie SHOVED OR FLIP. PED TABLE section of she Spel Attacks and Inedonis 3. Character units make no facing change while Standing Up oF Going Prone FF. SWING MOVEMENT ORDERS: Standing Cherscter unite ‘may be ordered to “wing” from Chandelier units or ship ropes 1, TAVERN AREA SWING MOVEMENT: In ho Tavern Aros, winging iz prmitted ony trom Chancler units, A Choracter Unie maybe given Swing Orders only i the Choracter units ‘dlacant to" and facing 2 Chandelier square 0: In 9 Chandeli Square, and no mare than one slevation level iffrent trom the ‘Ghendotier unit (Elation Lave "2" 2. SHIP AREA SWING MOVEMENT: Since ropes are consid fred to be everywhere on a ship, in the Ship Ares swinging is permitted from sy square contining part of this plewre, ing Movement is me onty way to move Charactae figures trom ship to ship, and this is only possile through the Swing squares Tocated Between the ship pictures. 3, SWING DISTANCES: The dctanes 2 Character unit may be ‘dered 10 “swing” depends on the elevation levels of the square the Character unit occupies and the one it's moved ito. 1 the orignal and final square of the Swing Movernent are of eval levetion, the Chercter unit may be mowed forward tao 'b, If the original square is one or two elevation levels lower than the inal square of the Swing Movement, the Character unit may bbe moved ony two squares. Swing Moverent I nt allowed 19 fguarer more than two elvation levels higher then the orinal ousre, ‘If the original square ls of a higher elevation tovel than the final square of te Suing Movemant, tha Character unit may be moved forward thee, four, or fe squares. 44, The distance in squares that tha Charactr uit i 0 “sing is writen se 9 number iter the Swing Order. For erampe, the ‘notation "G3" fe an order £0 Swing thre square forward. All ‘Sina Movement isn the disetion thatthe Charecter unit Tac After being used for Swing Movernent Chandelier unit must Be returned tits engine! sauare 44, Character units make no facing changes while making Swing Movement. A Cherseter unit may net be “carrying” a Tresure (Ohta unt while making e Swing Movernent. 5. KICKING WHILE SWINGING: A Choractor unit making Sina Movemant throug of ino. a aque containing an op posing Character unit may attempt ro “ck” de opporing Char- ‘acter unit. Only one’ “kick” per Swing Movement is alowed, ‘But the controling player may decide which oppoxing Character Unie will be “Kicked” Kicks ate feived by using the KICK ‘action of the Spoclal Attacks and incidents Tables. A "Hit" from’ Kick Order wll move the effected Character uni back ‘one sauare froma the Rleking Charseter unit, G. STEP FORWARD AND KICK ORDERS: Character units ‘may be ordered t0 move forward one rauare and "Kick" any ‘Sppesing Cheracter unit in the sua entered.41, STEP FORWARD AND KICK ORDER POTENTIAL: Stanc- ‘ng Character nits may be aiven these orders 2, STEP FORWARD AND KICK ORDER EXECUTION: The Character unit moved forward one squat, the same 9b Step Forward Orders had bean ven 3. STEP FORWARD AND KICK ORDER RESOLUTION: Un- lees Charseter unit with those orders enters a square containing {an opposing Charactar unit, no Yesolution ie required. oh ing Character unit met, she opposing Charactr unit may, ‘and this must be resolved, using the KICK section of the Spocia! Attacks ond Incidents Tables A “Hit” from a Kick Grder sil move the effected Character unit Back one square {rom we Kicking Cherseter unit VII. ORDER CONFLICTS — SHOVING Contes arise when two or more Character unite end their movement in the same suare, ae no more than one Character Uniti alowed to remain in any one square. Character units may ‘ass by each other without confit, es long as they do ot end {pin tho same square. A. FRIENDLY CHARACTER UNIT CONFLICTS: When friendly Character unite are in conti, the controlling player ot Players decige whieh wil eave the square and move into any Seinen sq, and whi wl romain the mae 0 mad B. OPPOSING CHARACTER UNIT CONFLICTS: A "Shoving Motch” is used 20 detarmine whieh, any, Gheracter unit wal bp allowed to remain in the square. Standing and/or Prone Character unite may ll parilpat in Shoving Matches. 1. & “stunned Character unit automatic Notch, and te pushed ico the adlacert square drgcty inthe ci ‘ction faced by the opposing Character unit. It a Wall square ‘Side or other obstacle prevents the Stunned Character unit rom being “shoved inthis particular diction, the “shoving” player may Eelect any other adjacent seuars to “shove” tito, ly loses @ Shoving 2, It more than two Charsctor unit are involved in a single ‘Shoving Match, he eootroling players rll for Shoving Matches individually against all opposing Character units. 3. SHOVING MATCH RESOLUTION PROCEDURE: A die ie rolled by the controling player for eech individual Snoving Maren, andthe Shoving Match Chart on the Game Card con sulted ‘8. Compare the Strength Factors of the “shoving” Character {it to that of the opposing Character unit, and find the afer. fence {in the Basie Game, thie sways "0", 9. One die is rolled. If sh sted number on the Chart ie rlled, ‘the opposing Characwer unit is “shoved Into tne adjacent square rest in the giraction faced by the “shoving” Charectr unit. It'anobetacle prevent this moveren, the “ving playor may select any other adjacent square to “shove” (tint fe, “Stuns”, and whether the “showed Character unit “all” {& determined by using the SHOVING MATCH section of the Social Attocks and Incidents Tables 4. It 1 posible forall Character units in 9 squsre to be simul: taneously “shoved” out of the square. tis eso possible thet ‘more than one Charseter unit wil remain in the square afte ll ‘Shoving Matches ore resolved. In shir eae, start another round fof Shoving Matches and continue und there & no more then ‘ne Character unit itt in the sauore- 44. If Character nie is “shoved into # square containing an ‘ther Charactor unit, a now round of Shoving Matches must be fesolved in that squaro, Tt all Charster unite inthis square re Stunned”, all must leave the squbre, moving int adjacent seuares detrmined by thelr conteollig payer. 5. Any Standing Choracter unt “shoved into an upright Table quate mun have 9 "Hit™ rexoWved the same ae the Table unit Id bean “shoved into the Cherscter unt 1. Character unite “shoved! into walls, etc. Take one “Stu the seme ef they hed moved fo ther. VIII. VICTORY CONDITIONS — HOW TO WIN THE GAME \Vietory Conditions depend on she Arca used for tho game. A. TAVERN AREA VICTORY CONDITIONS: {aac a maximum often Turns The game 1, tf one player has the only surviving Character units o the end i the game or before, that player wins. 2. 11, whan the game ends, more than one playar stil es sur ‘ving Character unit, the victory i dscided a follows: 211 one player has more surviving Charactor units than the ther players, that player wins. If the oumber of surviving Character units s equa for more then one pra. plaer with the fewest Inris £0 rng ©. Otherwise, the game it 2 “draw” B. SHIP AREA VICTORY CONDITIONS: The game lasts un i fon Tams erg completed, or unl both Tress Chex une sre on the some Ship, 4, The side with both Treaire Chet units aboard is ow Ship 2. If palther side has both Treanute Chests, base victory on the ‘umbers of surviving Character unis, 8 explained in 2. of the ‘Tavern Araa Victory Conditions. CREDITS DESIGN: Thomas Oeil DEVELOPMENT AND RULES: S, Craig Taylor, J. GRAPHIC DESIGN: Yaquinta Printing Co. Ina. PRODUCTION COORDINATION: 1 Stephon Pook COVER ART: lodge 8. MacGowe PLAYTESTERS: Jerry eauchano, Charles Bitinas, Nolen Bond, Joe! Breger, Grey Clayton, Dave Cochrane, James Cook, Willam Cuer, Frank Hernander, Gory Hoover, ill Kennedy, ‘Tea Kern. Oscar Kirzner, Bob Marrinan, John Panoz29, Steve Pek, Ci Pellam, Mike Pillar, George Petyons, Pillip Proctor, ‘lames Robinvon,’ John Rott, Dan Sheehy, Willam Spear, ‘Sten Wlligms, “Zeke” Zelenevitz, Wayne Lantom. All questions and comments should be sent to: Yaquinto Publiestion, Inc. P.O Box 24787 Dallas, Texas 75224 ‘To reese an answor, rules questions must be accompanied by 8 stamped, self eddrassed rvolope, Questions should be phrased fo thet they can be answered with a "yer" or "na", or other very shor answer. THE OPTIONAL RULES INTRODUCTION TO THE OPTIONAL RULES nce players hove mastered the Basie Game Rules of SWASH- BUCKLER, wey may with to try some oral ofthe rues found Il, OPTIONAL CHARACTER DETERMINATION ‘This Option permits mare differentistion between the Character Units than fs slowed under the Base Game Rules, The names of the units ae writen atthe tops of each Character Column, and the Standing Boxes ore checked, es in the Basle Game, Cut then ce rolle determine the individual charactors of ach Char. A. GENERAL CHARACTERISTICS DETERMINATION: The ‘eitowing mus be sone for each Charector unit @ player con. vole 1, STRENGTH FACTOR: Roll one dle thre times, and add {Ogether the numbers rolled.” For erample, a." “5”, and 2" were rolled, this would give a Strength Factor of "12" ‘ar the Character unit. Wie this number next to the word "Sength”. For Pirave Charset unit, cd "2* to the num 2, ENDURANCE FACTOR: Roll one die threo times, and ‘sda topathar the rumbars rolled. Write thi number ext to ‘the word "Endurence™ 3. CONSTITUTION FACTOR: Add together the Strenath fd Endurance Fecor. Write mis ramber next To the word 4, EXPERTISE FACTOR: Roll one die vies times, and ‘rid together the numbers rolled. White this number Next 19 the wore "Expertse” SWASHBUCKLER 115. DEXTERITY: oll the two dice ond consult the Dextorty ‘Table on the Set Up Car, a. If “Right-Handed” is rolled, writa 8 "A next 10 the word Spexteriy" io indieate a righthended Character unit. A ht handed Character unit performs the same se one in the Basic Game. tf excerity" to ndigat 9 etchanded Cheracter unt. (1A lotthanded Choraeror unt uss the Optional Left Handed Defensive Squares. ~ Swordpiey Diagrams on the Game Card, Insaad ofthe Right Handed (Beale Gare) Disgrams, {2} The Deoger inthe Character Pietra should be drawn longer © mprosent m Sword in the left hand, ond the Sword In the Character Pleture should be shortened fo represent @ Dagger In ‘he night hand. The uss of fight and left hands i jus the reverse Of that for righthanded Character unt (as fn the Basic Gare) It "Ambidoxtroue ie rolled, write an “A next to the word “Dexterity” to indieste an ambidextrous (equally able 10 use ‘both handel Craracter unit. (i) The 5" and. "L" squares on. the Defensible Squares — ‘wordplay Diagrams Yor'bath the right and lefthendod Chorae- ‘ors may be used by an ambidextrous Gharactr unt at the con. {tolling player's chokes {2}An ambidextrous ‘Character unit can us Sword, Throwing, et. either arm for 1G. PROFILE: The Constitution Factor may be broken up in Sny desires monner Betwoen the Head, Bocy, Might Arm, and {ek Arm. At Tea I" must Be ane teary par of the v. SPECIAL PIRATE CHARACTERISTICS: ‘pete under the following speci Tues, 1, Picate unis always have 3" added to their Strength Factor, ‘inichy in tar, wil ais inereese thelr Constitution Factor, Pirate unite 2 Pirate units have “Cutiatee for their Sword ‘A Cutles cannot be ucad for Lunge, Running Lunge, or Parry ‘nd Lupa Offensive Swordplay Ordets. They can be used only {© Slat. Only. Muskatoor units, armed with "Replers” for Swords may use those Swordplay Order. A Cutis eannat be “thrown” UI BROKEN MUGS A. BROKEN FULL MUGS: Any Standing Character unit that frvere 2 square conaining @ Broken Full Mug unit or units may “alip" en the spied liga. Use the SLIP ON BROKEN FULL MUG section ofthe Special Attacks ond Incidents Tables to re solve zis possbie “slipping”. BROKEN MUGS — SHARP GLASS: Any Chersctor unit iat "Fale" of "Crawly" ino a square containing @ Broken Full tr Empty Mug uit or units ul be “cut” on the brokon glass ‘and wil utter one Soy injury. IV, BROKEN WEAPONS Weapons can be brokn through contact with sturder wespons. [Anytime an Offensive Swordpley Order is “Paried”, there is ‘ chance of 2 westar weapon being broken. The Broken Weep ‘one Chars on the Gama Card is used to resolve tows situations. 12 swasHauckten ‘A. If Dagar patos « Roper or a Rapier partes o Dear, the ‘Beane is"Broken an con 'no longer be ued (circle ton the (Character Picture) ita "1" i volled on one de B. If» Rapinr pares a Cues, of 2 Cutass paris Rapley, the RRopior ie broken and can no fongor be used it 2 "1" or Te rolled oa ane aia . If e Dagger paris 2 Cutlass, or a Curia ‘Dogger is broken and can no longer be used If", ieralled on one de, \V. STRANGE WEAPONS Pirates are not skilled in the use of Rapies, nd Muskatee not skilled in te use of Cuties i Dagorr, she Fors" 'A. A Pirate unit using 8 Raplor that was Picked Up i "3" col Sone (tthe itt) on the Sword and Dagger Attack Table. Pirate Unite may noe "vow" Rapier unit B. A Musketeer unit using a Cutlass that was Picked Up is "3°" columns on the Sword and Dagger Attack Table. Musketeer Units may moe "throw" Cutlss units. G.I necessary, Players may keep notes on whether particular ‘Sword unite represent Rapers or Cutanes, VI. STRENGTH MODIFIERS ‘A Character unit's Strength Factor canbe imports ol situations. ‘number A, STRENGTH MODIFIERS TO SWORD AND DAGGER AT- ‘TAGKS:. The Strength Fector of « Choraeter unit with an OF {ensive Sworepiay Order may, modify the column used 0 e- alve the attack. These Modifiers are listed jn the STRENGTH MODIFIERS Box under the Sword and Dagger Attack Table On the Game Card. 8, SPECIAL STRENGTH NEEDED TO SHOVE, FLIP, OR WANK: In order t0 execute on order to Shove # Table unit Flip a Table unit or Yank 8 Corpet unt, the Cnoracer unit must have a Strength Factor that equals or sxeweds the Strength Pac ‘or or Factors of any Charsctr unit of units thet arson t0D Of ‘hese Furniture unite, VIL. EXPENDING AND RECOVERING ENDURANCE FACTORS — RUN MOVEMENT ORDERS. Character units may expend end recover Endurance Factors by ‘he orders given {o ther, If these Optonel les are Use, the ton Tum limit of te Basle Game felted, ‘The game wl lst “Until one ployer of side hes wen du to eliminating all cpposing ‘Cheracter units, oF by geting both Treesuce Chest units aboard ‘the own Shi. A. Every Ture duving which @ Character unit is Stunned for at {cant one Step and/or performs at last one Action, Movernent, fr Suerdpiay Orser the Character unit wil expend one Endut” fnce Factor” Expending Endurence has no effects unless all En- ‘durancs i expended. 18. RUN ORDERS: Standing Character units may be given lun sdere RUN") ifthe Character unit har enough Endurance rs, lun Orders allow 9 Character unit to move One saUare ‘traight ahead, the sime as 2 Step Forward Order, but no Fest Notation i required after the Fun Order Notion. Each Step Suing whet Fun Order is executed, Character unit will pend one Endurance . Every Tuin during which 2 Character unit har only Bost Notations plotted, ana i not Stunned during an Step, te Cher= eter rit con recover up to one-fourth (round fection Up) of the Choracter unite staring Endurance Factor. ‘The amount Feeovered con neve? make the Endurance Factor larger that i ‘was orainlly. . Any Cherscter unit which expends ail of its Endurance Is Pliminated VIII, RANDOM TAVERN AREA GAME END. Sooner of later, tho authoriise will arive to break up a brew Sch as that which takes pce in a Tavern Aree game. |A. As soon ae the frst unit pases through @ Window er Door Seuore sie, the polity of the. arivel of the authorities “Guards, ote) exits, On every Turn after the fest unit leaves the Tavern Area, ‘diring the Order Pot Phase before orders are writin, one player tolls one ala. 1'a"1" is ose, the authorities are %0 Break UD the brawl, and the game enc CG. Victory is determined on the Turn thatthe game ends. Being LUncerian of exactly when the game will snd aves players some ‘icky ‘decisions to make regarding their Endurance Factor. 1X, FALL FROM A HEIGHT ‘A Character unit tolls from 2 height whenever the new square ‘entered it a lower elevation lewel than’ the one previously 9c- ibid, and proper “humo” or “Cli” Oder wae not used 4 ‘A. The INJURIES IF NOT AVOIDED snd STEPS OF STUN IF FALLS columns of the THROWN CHAIR AND FALLS FROM HEIGHT section of the Special Atacks and Incidents Teles ‘70 used to determine additonal injuries ona Stune sustained by ‘he Charaewr unit due t fling from » Neigh. 3. The controlling plays rolls the dle once gach on each of she ‘tho columns Tor each elavation vel the Charecor unit ell”. ‘For exampe, 9 Charactr unit that “all” from the Qusrterdeck {Elevation Level “8°) to the Spar Deck (elevation Level “3°) {alls two levels, and two role an each column would be used 2 etormine the total injuries and Stung on te Character wnt. X. CHARACTER DEVELOPMENT 1 players wish to use the same Characar unite in game after ‘me, they mey edd one Expertise to Character unite thet sur ‘ive from same so same. This accumulation of Expertise ends ‘ihen the Choracter unit ls eliminsted. All other Factors and Characteristics resin’ the same for's surviving Character uni from game to sama.‘SWORD AND DAGGER ATTACK TABLE [ATTACKER'S EXPERTISE DIFFERENCE. 2 at [+a [os [ro w]w] of |r to 4 a2 | 44 416 ‘COLUMNS + 28 28 8 108. 118 7B Ed "108 ': Slash (Rapier or Cutts) Whore the “3” appears are defensible Sauares, 38. 7B. 8 28 38. oH a8 38 a 38. 28 a 3L TNDEFENSIBLE SITUATIONS 780 die, "0" Expertise for Defender. Indefensibi when she Attacker isn an Indefensible sauar, ‘Throwing, Standing Up, Going Prone, Climbing, Shoving, Yanking, Stunned, Swinging, Flipping, Topping, or with no Weapon, W's Dagoer only defend against Sword the result is Indo= fonsibi if "4-6" is rolled. 2} 3] 8/8] sla] 2/212) cial s)e! ala ela a foay Tfares. Fe Heoa fares, rarest Left Arm Taare ‘SWORD AND DAGGER ATTACK MODIFIERS aGor Fora Ponty & Lange (Mon Pany Fld, “STRENGTH MODIFIERS 42.Col: For a Running Lunge. "$3.Col: Strength of "18+" +43 Gol: If Defender has & Body Injuries. *#2.Col: Strangth of "16-17" Col: If Attacker hes Body injuries “FY Col: Strength of "14-16" ‘Bol For a Slash, *1Gol: Strngth of "45" “2.Co) ge with Higher Defender “2Gol: Stength of 3. -A.Gol: For Slash with Hishar Defender. IGE WEAPONS “3.Col: Pires with Rapiers “or Muskaters with Cutfoses, SWASHBUCKLER GAME CARD ‘All Body or Head Gove! Eliminated, BREE NEAR INS SAE BIOE} %% Body Gone: Move only one Square per Turn. No Jumping, Climb- feline |_soaern, | Equal Helghs: 2 or 3 Squares Ing, oF Swinaina ROLL | PARRY SITUATION Lower to Higher: 2 Squares. Fight rm Gone: May no longor use Swors (Dogger it ltt-handed) oF [1] Revier va. Deoser | Higher to Lower: 3,4, of § Squares, Throw, [2 [Cuties ve. Rapier —[ Rapier Broken] ‘Swinging into @ Square with an opponent ison Left Atm Gone: May no longer use Dagger (Sword if lefchanded) TST] Galas vi ‘automatic Kiek. ‘Adaiional Arm Iniuries bucome Head injries.rec incibents Tastes NOTES (JURIESTNOT AVOIDED ‘TPE ATTACK nor} srers |cuances OR INCIDENT. Javoieo]| oF sTUN | TO FALL Nores: 3 es eee ee a prcaea erate ‘thing i it ©: Use ia Character unt tries to Stand Up under an Upright Table unit 'A Thrown Sword unit moves until tomething innit ‘THROWN SWORD aT ea ae Gan ont @ eo 70 ssscee| * [2] 3] v4] 1 [on] FEET Must be in sare square to Kick, Kicked [-2-- Chr nom eck nea [1-2 T Avoids [To [Fas Ts 2 Tf swoveochain [Ta [it [Fas [13] sort cic uit moves one square re | Ts a | owaNKeD oe Capt uit ener ft deton caner oe an All Mug units on Shelves wil break. Shelves ‘TOPPLE SHELF till fall into number of squares equal 1 the ‘number of ShelvesSWASHBUCKLER ORDER SHEET NAME: NAME: NAME: RA CHARACTER ‘CHARACTER: ‘CHARACTER: Strenath: Strength Strength Strength Endurance: Endurance: Endurance: — Endurance: east Constitution: Constitution: Constitution: Constitution Expertise: Expertise Expertise: Expertise PROFILE ‘Standing Standingg) PROFILE Standingo| PROFILE: Standing Prone Prone Hood: Prone He: Prone \ ‘ -ENDURANCE | "NOTES (OP|: ron ee ete | Ree wil em! im aim em a ee starting En. Boa: P oay: Bou durance (round up). Dexterity (OP): Dexterity (OP): Dexterity (OP): ORDERS ‘ORDERS ‘ORDERS ‘ORDERS 3] 4 34 27s ]4[sje}i1{2]3]4 {os 2 3 4 5 6 7 8 9 70 1 12 13 14 15 ACTION ORDERS. ‘SWORDPLAY ORDERS MOVEMENT ORDERS 1. Throw Dagger: WO: 8. Yank Carpet: Lunge: N- Back Step: 8 Run: RUN(OP) 2. Throw Sword: WS- 9. Flip Table: FT- Parry: P- limb (Up or Down): A* Side Left: St. 3. Wave Hat: WH- 10. Throw Chair: WC- Parry & Lunge: PN Crawl: C_- Side Right: SR 4. Throw Mug: WM. 11. Pick Up Sword: PS- Running Lunge: 1N- Go Prone: PR- Stand Up: UP- 5. Shove Chair: VC- 12. Pick Up Dagger: PD: Slash: S- Jump (Up or Down): J Step Forward: 1 6. Topple Shelf: WT 13. Pick Up Chest: PC Stab (Dagger): $5. Left Turn: L Step Forward & Kick’ 7. Shove Table: VT- Block: Rite CRGaIIPna Rat «a Swing: G_ | conflict for object to throw, larger Expertise wins. 1f conflict for may not Lunge, Slash, - shoving, yanking, or toppling, larger Strensth wins. Prone Characters or Stab. STUN: Gircle notation in Step Column may not perform Action Orders. Unite carrying a Treasure Units carrying a Treasure Chest may not Chest may not execute Climb, Jump or Swing, ‘Swordplay Orders. “1 Number of rests equals elevation change,
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