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A Wayferer's Tale - Rulebook - Single Sheet
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A Wayferer's Tale - Rulebook - Single Sheet
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RULEBOOK A Roll ‘n’ Write GAME BY JAMES EMMERSON ILLUSTRATED BY TRISTAM ROSSIN“Being lost is not always the burden it might seem to be. Some of us were born for the wild unknown; we few who live for the sights unseen and the paths untrodden. But our journeys are not made alone. We find strength in our companions and courage in our friends. The journey awaits! A world of wonders just waiting to be witnessed beyond the horizon. For only in discovering the world can we begin to discover ourselves.” In A Wayfarer's Tale, 1-4 players race to explore uncharted islands, collecting Treasure and avoiding Monsters along the way to score the most points. Turns are taken simultaneously, and there are no rounds in this 30-45 minute Roll ‘n’ Write voyage of discovery. Instead, players choose from a shared pool of dice each turn, adding 2 dice values together to enlist the services of an intrepid Explorer to help them traverse tricky terrain. Play continues until a player visits every Town on the island, but true victory is measured in fame and wealth! Your final score in A Wayfarer's Tale is based on how many Towns you visit, how much Treasure you discover, and how many Monsters you face. Good luck, Wayfarers, and may the most bountiful expedition win! 7 i WF + ‘Visit TowNS Discover TreAsure —_ AvolD Monsters io AeA Wayfarer’s Tale is a Print & Play game. To play it, you'll need to print: 1-4 Companion sheets Please note: low-ink version of these files are also available. Pleces TO PLUNDER (steal these from another game!) A total of 4-5 standard 6-sided dice. You'll need 3 Travel dice of the same colour, and 1 Active die of another colour. Optionally, a 5th Treasure die of a third colour (or you can reuse the active die). HUBS 4 Pencils or Pens You could also use markers, crayons - or old-timey quills for bonus style points! Go Green! Ifyou can, print once and laminate or plastic sleeve your copies to re-use again and again.Each player takes a pen, Explorer sheet, and Map. Decide as a group which island map you would like to play on. Everyone then places their map in front of them with the same island side face-up. your first time playing, we recommend starting with ‘The Great River’ map! Next, each player rolls a single die to determine which Starting Town they will begin the game in, and marks it with a cross. In addition, mark off your first Town space. @ooo Finally, place all dice in the middle of the table and choose someone to become the Active Player for the first turn, using your preferred method. At the start of the turn, the Active Player rolls a pool of 4 dice, placing the 3 Travel dice in the middle of the table and keeping the Active die for themselves. Communal Travel dice —_ Active Player die Rolla 1 or2 tat 3or4 anni Sor6 Players then simultaneously choose 2 dice to use for the turn, adding their values together. As the name might suggest, only the Active Player can use the Active die result - but all players may choose freely from the Travel dice results!Using this combined total, players explore the island, marking the total in a box on their Companion sheet and drawing a line on their Map to a valid hex. Once all players have marked their sheets, the turn ends with the Active Player passing all 4 dice to the player on their left, who becomes the Active Player for the next turn. Play continues until someone visits every town on the map, or crosses off their third Miss Roll - both of which will be explained in more detail, soon. You can only ever move one hex each turn. Players travel around their island map by forming Routes, represented by drawing a line from one adjacent hex to another. Your first Route must extend from your Starting Town into a surrounding hex, but on future turns you can either extend any of your existing Routes, or start a new one (New routes can only start from a town). You can only visit each hex once, so Routes may never cross each other or double back!ia| EXISTING Routes Once a Route has been started, you can extend it by travelling to any adjacent hex that you haven’t already visited. Routes must form a continuous, unbroken line. They may never split or fork, except at Towns. New Routes After you visit a Town on your map, you may treat this like a hub. Starting new Routes in every available direction. 4 a PA Sek as ff You cannot cross [EEN Ravines Vx 4 MF You may always begin a new Route } Wea fia) | Bo mule routes fom Town you N started at or visited. y ‘You cannot enter the open sea* (6) L020) Before you can extend or start a Route into new hexes, you must activate an Explorer that corresponds to the terrain of the hex you want to travel to. To do this, players use the sum of their dice values to fill a box next to a Companion on their Companion sheet. Each Companion has a limited number of boxes in their section, so choose carefully!, Each of the 5 Companions can travel to specific terrain types, but you can lal only activate them if you choose dice values that meet the special rules for their section. MeO RRA OL RM CLD The Coachman requires numbers that are equal to or greater than the ones before them. Numbers for the Coachman’s section must start in the leftmost box, moving to the right without skipping any boxes. Hint! When activating the Coachman for the Ist time, start with the lowest number you can. ‘TAVERNS The first 6 spaces of the Coachman’s section are available from the start of the game, but you must visit Taverns on the Map to access the remaining 6 spaces. When a player travels to a hex with a Tavern, they cross off the next Tavern on the Coachman’s section and unlock 3 more boxes to use. ‘Taverns are defined on your companion sheet with| a Tavern image and line. Taverns are not considered Towns, and will not score you points, so know the difference!The Guide requires numbers that match or exceed the value above each space. Like the Coachman, numbers for the Guide’s section must start in the leftmost space, moving to the right without skipping any spaces. The Adventurer requires numbers that increase and decrease with the height of their spaces. Numbers for the Advyenturer’s section must start in the bottom left-most space, moving to the right and following the mountain-shaped stairs, without skipping any spaces. *New Mountain| As the player works their As a result, numbers entered in each of the way ‘up the mountain’, the three ‘mountains’ may not be equal to the numbers entered must previous space. increase, and when they work ‘down the mountain’, *This restriction does not apply to the spaces Hickinilbera maktdacrease. between the Adventurer’s ‘mountains’.The Merchant requires numbers that match the row or column of a space you wish to cross off. Spaces can be filled freely in the Merchant's section, there is no predefined order. Crossing off a space with a Monster on it will trigger a Monster roll, while crossing off a full row or column of spaces will trigger a Treasure roll - these will be explained on page 9. The Sailor requires numbers that are made up of double dice values. Numbers for the Sailor’s section must start in the topmost space, moving down without skipping any spaces. There are no numerical restrictions between the spaces for the Sailor.OU LOM You may have noticed that some spaces on the Companion sheet have Treasure and Monster icons attached to them. Whenever a player writes a number into one of these spaces, they must also write the same number in the Treasure or Monster section, respectively. Aa <4 A ie N IP When a player triggers a Monster or Treasure by crossing off a space in the Merchant's section, they roll a D6 to determine what value they must enter into the corresponding section, instead. Special spaces near the end of an Explorer’s section may include a 2x tag, which indicate that the value entered into the Treasure or Monster section should be doubled. Shields and Gems let a player retry a Monster or Treasure roll from the Merchant, respectively. When a player travels to a hex with a Shield or Gem, they circle the corresponding icon on their Companion sheet to show that it is available for use. After making a roll from the Merchant but before writing in its value, the player may then: © Cross off 1 Shield to re-roll the die on a Monster roll © Cross off 1 Gem to re-roll the die on a Treasure roll Multiple Shields or Gems can be used on a single roll if you have them available, and the final value written into the Monster or Treasure section can be chosen from any of the roll attempts, not just the final roll!When a player visits the /ast Town on their island, the game ends immediately. Don’t let this take you by surprise! Multiple players can achieve this feat in the same turn, so we recommend keeping a close eye on your competition. The game will also end if a player ever needs to cross off their third and final Miss Roll. In either scenario, the other players still complete the final turn as normal - including any Treasure or Monster rolls - before all players proceed to Scoring. Miss Rous If you cannot activate any Explorers on your turn, you must instead cross off 1 Miss Roll. This can happen if: 1.You cannot enter a valid number next to any Companion 2.You cannot trayel to any adjacent terrain hexes (using any Companion(s) that you can legally activate with your dice values.) Finally, players may choose to mark a Miss Roll on their turn instead of using an Explorer to travel, but only after they have completely filled 2 of the Explorers on their sheet. DON’T FORGET: Three Miss Rolls triggers the end game. During final scoring, each player earns points for the following criteria: 5 points for each Town explored e 3 points for each Town in your longest continuous route 1 point for every Treasure discovered (add up your treasure values, this is your + treasure number). e -1 point for every Monster faced (add up your monster values, this is your - monster number). After adding up your scores, the player with the most points wins! In the event of a tie, the player who visited the most Towns wins. If there is still a tie, the players rejoice in their shared victory!PECIAL HEXES Each map in A Wayfarer’s Tale features unique scoring opportunities and, often, special hexes that have their own rules. SAILBOATS. Sailboats provide safe passage across long distances, denoted by a dotted line with a sailing ship icon. To use a ~~ Sailboat, players must roll a double and activate the Sailor, drawing a line from an adjacent hex to the ship icon. Then, on a future turn, the player must activate an Explorer that is capable of travelling to the terrain type of the shore on the other side of the Sailboat’s route. If there are no Sailboat symbols present then the connected hexes are treated as though they're simply adjacent. Brivces Bridges are solid connections between island hexes, treating them as if they were adjacent. Unlike Sailboats, there is no special movement requirement to cross a Bridge; players treat hexes connected by a bridge as adjacent to each other. Statues are linked opportunities for bonus scoring. The first player(s) to visit every hex with a matching Statue icon writes the higher amount shown into their Treasure € section. Any players who visit the same hexes in later rounds will earn the lower amount of Treasure. HIGH PEAKS / THICK JUNGLE High Peaks and Thick Jungle are hard-to-reach places, denoted by a flagged mountain top icon or leaf icon, respectively. To travel to a hex with a High Peak or Thick Jungle, players must use the Active die when creating a value to activate an Explorer. In addition, players must use the Adventurer for High Peaks and the Guide for Thick Jungle as illustrated on Map 3. This means that in a Multiplayer game, you will only be able to travel to one of these hexes on your turn. Monster Hideouts Monster Hideouts are denoted by a skull, indicating the presence of Monsters. When a player travels to a hex with a Hideout, they wake the monsters lurking within. All players put a large cross through this spot. Any additional players who traverse this spot must roll the monster die and input _ the value. They may re-roll using a shield as normal. _ Wait until everyone finishes their turn before announcing the Monster!Aye Te Ue 23 A Wayfarer’s Tale can also be played as a solo campaign game, using mostly the same rules as the multiplayer game with a few exceptions. Players will play through 8 separate scenarios’ over the course of the campaign. Before you begin you may purchase up to 12pts worth of items from the shop (see buying). To begin start by crossing as many crosses indicated by the scenario in the monster space of your Companion sheet. |Startinc| ADDITIONAL JOURNEY BEGINS: Mar I- React ALL TOWNS GREEDY WAYFARER: MAP I~ REACH ALL TOWNS AND ALL GOMS NeW HORIZONS: Mar 2 - React att Towns SCARED OF WATER: Mar 2- REACH ALL TOWNS AND STATUES WITHOUT USING SAILBOATS| "TOUGHER OBSTACLES: Mar 3 React Att Towns HIDDEN PLACES: MaP 3 - REACH ALL TOWNS AND ALL STATUES HERE BE MONSTERS: Mar 4" - React ALL TOWNS ROADS END: Mar 4 * — REACH ALL TOWNS, BOTH STATUES AND CROSS ALL BRIDGES. Roll a dice to determine your starting town then mark this town as an X in the town section on the left side of your map. 3 Dice Ina solo game, you roll 3 dice every turn; 2 Travel dice and the single Active die of another colour. Whenever you use the Active die during your turn, you must also cross out one box in the monster space of your Companion sheet. Exception: This does not apply when playing on map 4. Be careful: Running out of monster spaces may trigger an Automatic loss (see below) SPENDING TOWNS As you visit towns on your journey mark them off on the left of the board with a cross. Town can be ‘spent’ in the solo game by circling the boxes of towns you’ve visited for one of three special powers. 1. Before rolling for your turn, you may cross off 1 town to roll an additional Travel die @ This action may only be performed once per turn. & The additional dice is removed at the end of the turn. aerierhanenssherreastiteeniienas eeSOLO RULES CONT’D 2.After rolling for your turn, you may spend 2 Towns to re-roll all dice rolled this turn. m You have to reroll every dice, you cannot save some results and re-roll others. 2 f _ 3.After rolling for your turn, you may spend 1 Town to increase or decrease a dice value rolled this turn by 1. ; m You may do this action multiple times by spending multiple towns. _ Note: The Town symbol printed on each map may also be ‘spent’, meaning you will always start with two available Towns - your Starting Town and the printed Town synibol. Miss Rous When playing solo, you may choose to mark a Miss Roll at any time (you do not need to fill 2 Explorers to use this option.) The player just ignores the current dice values, marks a Miss Roll, and takes _ another turn. Avromatic Loss An automatic loss can be triggered in two ways: = By needing to input a value into the Monster space of your character sheet and having no monster boxes remaining to fill. = By marking three miss rolls In both cases the game ends immediately and you input your score for the scenario as -20. _ SCORING Add all treasure together. DO NOT add any points for Towns visited or your longest continuous route. ‘ DO NOT add any values for statues. Subtract the sum of all Monster values, (Crossed boxes in the monster space have no yalue) including the Additional Monster Points for the Scenario you are attempting. If you have a positive number, you have won the game. - Congratulations! _ Input your score in the Scenario table so you know what you have to spend for the next scenario. If you have a negative number, the monsters have overcome you. Input your negative score in the Scenario table. (If your score is ever less than -20, input -20)Buyine 74]} Before your first scenario, you may spend up to 12 points to buy items from the shop, which give you powerful e abilities. Mark any items you purchase. | Sworo: provisions: _ || MAGIC CLOUD: Reouces A (CHANGE THE Insrawmty ctaim | | Recover 3 used | |MARK A MOVEMENT monster vatve || active vice 10 auoeusano || |‘toww soaces ||ow vour mar 90. Awuneee oF ‘e1Ds READY weruour wnpvrane YouR CHOICE FOR USE |A NuMBER. (anctuviNG ANY : peeviousty ‘USED ONES) 3 = || ae} l IL = Before each subsequent scenario, you may use any positive points from your previous scenario score to do the same. If you scored negatively or lost the previous scenario, you may spend up to 5 points to re-equip yourself. Points spent at the shop are NOT deducted for campaign scoring purposes, and any unspent points cannot be used later. After purchasing, items will remain in your inventory until you use them. Once you activate the ability on an item, it is used and you must remove the mark to show you no longer own it. You may purchase any combination of items, but may only hold one of each item ata time. CAMPAIGN SCORING Once you have completed all scenarios, you have finished the campaign. Add up all of the scores (both positive and negative) from the 8 scenarios. If you have a positive total, congratulations! You have completed the solo campaign for A Wayfarer’s Tale. Record your total as your current High Score and consult the score guide to see how well you have done. If you have a negative total, then the monsters have regrettably overcome you. We wish you better luck on your next adventure! CONGRATULATIONS) j 50-99 (A successruL ADVENTURE WAYFARER) 100-149 (A teRo AMone | Wavrarers) 150-199 (A Lecenn Amonc HEROES) 6, 200+ (Aco AMonesr V7 sonrazs)IN THe FROZEN NORTH MAP, YOU WILL FIND NEW SPECIAL HEXES. _ Note:Frozen North map is exclusive to the Treasure seeker Kickstarter Tier. GLACIERS Glaciers are impassable until they thaw. Once a player has __ visited a number of Towns equal to the value on a Glacier hex they announce it to the group. All players then draw a line around the edge of the corresponding Glacier hexes. Players may now pass through these hexes as though they were Water. ‘TELEPORTATION STONES Teleportation Stones allow players to teleport between hexes that contain a stone, once per game. Players follow normal movement rules when trayelling to a hex containing a Teleportation Stone. Their next move after visiting a stone may then be taken from a hex containing one of the remaining unvisited stones. This teleportation cannot be saved for later use, and any unused stone(s) will act like regular terrain hexes. EXPERT PLAYER SHEET The Expert Player Sheet contains an additional Bonus track. Whenever a _ player enters a value into a box containing a Star icon, they may choose to input the same value into the Bonus track. Numbers in the Bonus track must start from the bottom space, increasing in value as you move up the track. When a player fills a box in the Bonus track, they may circle the corresponding bonus to show that it is available for use. These may be used at any time during the game by crossing them off on the Expert Player Sheet. ; ‘TH€ BONUSES ARE AS FOLLOWS: _ +/-] —Adjust the value of a dice you’re using this turn by 1 — Gain an additional Gem (Treasure re-roll)—Reroll all dice when you are the Active Player — Immediately input this value as a Treasure, following normal rules @U +/-2 — Adjust the value of a dice you’re using this turn value by up to 2 — Cross off a Monster symbol from a space on your player sheet which has not yet been triggered. This space will not trigger a Monster roll during this game. — Immediately input double this value as a Treasure, following normal rules. COMPANION CHANGES: Merchant: Star icons crossed in the Merchant can be inputted in the Bonus track as the value used to cross them. All other Treasures and Monsters triggered by the Merchant are determined by a roll of the Treasure die as normal. Guide: The Guide now has a split track. When a player inputs their 4th value in the Guide they must choose which track to use. Future values may only be inputted into the chosen track and the other track is left blank. Adventurer: The Adventurer path now follows a different shape. Values must be inputted that are either higher or lower than the previous value. This is indicated by the position of the following box. Credits: A Designer: James Emmerson A Wayfarer’s Tale is : Artist: Tristam Rossin © Copyright James Developer: Bridget Emmerson Emmerson and Tristam —— Rules editor: Jonny Foster Rossin 2022. V Playtesters: Heather Baker, Sebastian Clarke, David Emmerson, Sam Guille, James Hitchmough, Daniel Howitt, Mateusz Jurczynski, Frazer Leslie, Greg Skulnick, Lewis Smith, Michael Warnock, Stewart Watt Please note: This game represents 100s of hours of work and is for personal use “only, Please don’t share or give away this game as it reduces our ability to make games in future. If you'd like to purchase or pay for a copy, please vist www.brightlight.games. denn ‘ sheesh ecteeealeesitneatileeaiallFor PAGE: \ 7 Game Overview a Components Setup & Game Loop , Routes -[3] Companions ; 19] Treasure & Monsters & Shields & Gems End Game & Scoring Special Hexes | : Solo Rules : -{i6] Treasure seeker map, Expert Play and Credits ; a eZ | ste a ij
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