Fortune and Glory

Fortune and Glory
Fortune and Glory
Game Contents
THE CLI FFH ANG ER G A M E
By
Jason C. Hill
It is the late 1930s and the world is in turmoil. Humanity is on
the brink of war as imperialist nations in the Far East and Europe
work aggressively to expand their domination. The Nazis have
taken control of Germany and now spread darkness across the
globe in their hunt for powerful occult artifacts that can give them
the upper hand in the days to come. But the spirit of adventure
and freedom won’t be stamped out so easily.
Heroic adventurers from around the world answer the call,
racing against time to hunt down ancient artifacts, explore deadly
temples, and fight back the powers of darkness from engulfing the
world. It is a race of good versus evil and only a cunning and
agile explorer can claim the ultimate prize of… Fortune and Glory!
Game Overview
Fortune and Glory®, The Cliffhanger Game is a fastpaced game of high adventure, vile Villains, edge-of-yourseat danger, and Cliffhanger pulp Movie Action. Players
travel the globe in search of ancient artifacts, fending off
danger and Villains at every turn in a quest for ultimate
reward. So strap on your adventure boots and goggles, fire
up the engines on the seaplane, and grab some extra ammo
for your revolver…the Nazis already have a head start and in
this race for Fortune and Glory, there’s no prize for second
place!
Gameplay Breakdown
Each player takes on the role of a pulp adventure
Hero, hunting down ancient artifacts around the world and
collecting Gear and Allies to help overcome the various
Enemies, Dangers, and Villains that stand in their way.
During each Game Round the Heroes roll off to determine
the First Player then all get to Move (starting with the First
Player), and then all get to Adventure (starting with the
First Player). There are two resources in the game, Fortune
and Glory. Heroes collect Glory by defeating Enemies and
overcoming Dangers and then spend that Glory to Heal
wounds and buy Gear and Allies. They collect Fortune by
recovering Artifacts and selling them in cities.
In the Competitive Game, players race against
one another to be the first to collect 15 Fortune. In the
Cooperative Game, all of the Heroes work together toward
a larger collective Fortune total as they race against a Vile
Organization played by the game itself.
Pulp Adventure and Historical Context
Fortune and Glory® is set in the Pulp Adventure
genre of the late 1930s. As such it includes Enemies and
Villains that are part of the Nazi party that had taken hold in
Germany at the time (as well as the corresponding historical
iconography). The usage of Nazis and their iconography
is purely rooted in historical context and is absolutely not
intended to condone or glorify them or their actions in any
way. If you find this material strongly objectionable it is our
recommendation that you do not use this product. Please
game responsibly.
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Players
1 Full-Color Rulebook
1 Game Board
8 Small White Dice
8 Small Green Dice
30 Gold Plastic Fortune 1-pieces
30 Gold Plastic Fortune 5-pieces
30 Crystal Blue Plastic Glory 1-pieces
30 Crystal Blue Plastic Glory 5-pieces
16 Plastic Nazi Soldier Figures
8 Plastic Mobster Thug Figures
6 Unique Plastic Villain Figures
8 Unique Plastic Hero Figures
8 Plastic Temple Pieces
1 Plastic Zeppelin
8 Large Hero Character Sheets
2 Large Vile Organization Record Sheets
2 Large Tactics/Outpost Charts
1 Large Zeppelin Record Sheet
20 Card Allies Deck
20 Card Gear Deck
20 Card Enemies Deck
20 Card Nazi Enemies Deck
45 Card Event Deck
40 Card City Deck
25 Card Artifacts Deck
25 Card Adventures Deck
45 Card Locations Deck
40 Card Dangers Deck
30 Card Villain Event Deck
12 Card Common Items Stack
6 Villain Cards
8 Summary Cards
2 Enemy Reference Cards
3 Die-cut Counter Sheets
1 CD Soundtrack of Original Music
Fortune and Glory®, The Cliffhanger Game can be
played by 1-8 players, either Competitively or Cooperatively.
It also offers a Team Game option, as well as a Solo play
experience. Due to the length of game, it is recommended
that Competitive Games with more than 5 players should
use the Team Game option. Also, Cooperative Games of
more than 4 or 5 players will likely have an extended game
length.
Competitive and Cooperative
Fortune and Glory® has two main styles of play:
the Competitive Game, where each player races against
one another, hunting down ancient artifacts from around
the world and sabotaging each other along the way; or the
Cooperative Game in which all of the players work together
against a Vile Organization bent on world domination (run
by the game itself) and requiring a larger group goal to win.
The default style of play is Competitive, and thus described
first in the rulebook.
Game Components
Dice
The game comes with 16 standard six-sided dice (8
White and 8 Green) that should be divided amongst the
players. There are two colors of dice included with the
intent that the Green dice can be used for attacking Enemies
and the White dice for the Heroes rolls. Often cards will
refer to the terms D6 and D3. D6 is just another name for
a six-sided die. D3 means to roll a six-sided die and consult
the following chart:
D6Roll
Result
1–2
3 – 4
5 – 6
1
2
3
First Player Marker
The First Player Marker is used
to keep track of which player goes
first during each phase of the
current Game Round. This is
determined by all of the players
rolling off during the Initiative
Phase at the start of each new
Game Round.
Exploration Markers
(Advanced)
Some Spaces on the board are considered
Deep Jungle. When a Hero wants to hunt
down an Artifact that is located within a Deep
Jungle, they must first explore to find it. These
Exploration Markers keep track of the Hero’s time
spent searching.
Instability Markers
(Advanced)
When a Hero (or Villain) adventures in
an ancient Temple to find the treasure within,
there is always a chance that the Temple will
begin to crumble and collapse. Instability
Markers are used to record how close a Temple is to
collapsing in on itself.
Wound Markers
These red Wound Markers are placed
on characters and Enemies to keep track of
how much damage they have taken during
the game. There are individual Wound Markers
as well as larger pieces representing 5 Wounds each.
Artifact Tokens
These are colored pairs of skull shaped
markers that show where each Artifact is located
on the board. One of the tokens is placed on
the Artifact card and the corresponding token
is placed on the board in the Space that the
Artifact resides.
Success and Danger
Markers
These markers are used to keep
track of how many successes a Hero
(or Villain) has gotten so far on a
given Test that they are taking. On the
flip side is a Danger Marker that lets a Hero
keep track of how many Dangers they have overcome on
their current Adventure.
Auction Marker
Occasionally the Heroes will find that an
Auction is going on in a city where they can sell
their Artifacts for a variable bonus. When this
happens, an Auction marker is placed on that
City Space.
The Villain Track and Track Marker
(Cooperative Only)
This numbered track is used in the
Cooperative Game to mark how close the
Villains are to winning the game. The
circular donut-shaped marker starts at 0 and
moves up the track as the Villains collect
Artifacts and gain power. The Villain Track is
not a turn counter, but rather only moves when
specifically called on to do so.
Outpost Tokens
(Cooperative Only)
Vile Organizations each have
their own unique type of Outpost
that they use during the Cooperative
Game. These are bases of operation
that are placed on the board and
give the Villains a bonus of some kind.
Occupation/Hideout Markers
(Cooperative Only)
Often times a Vile Organization’s influence
will spread to new areas of the board. These
markers are used to indicate areas that are in
the control of the Villains.
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Additional Counters
16 green Nazi Soldiers; 8 green Mobster Thugs; 8 green
Temples; and 1 red Nazi Zeppelin. Also included are 120
plastic coins in gold for Fortune and crystal-blue for Glory.
These are divided into 1-pieces and 5-pieces.
Several additional counters have
been provided. These are not needed
for the main game but can be used for
house rules or future official content.
Fortune and Glory CD Soundtrack
Playing Pieces
Fortune and Glory®, The Cliffhanger Game comes
with its own CD Soundtrack of original music to listen to
while you play the game. It is not necessary and does not
affect gameplay, but you may find it enhances the experience
by setting the mood and immersing the players in the game.
There are 8 unique, grey Hero
figures, each matching one of the
Hero character sheets. There are
also 6 unique, red Villain figures,
each matching one of the Villain cards;
Miniature Identification Guide
Duke Dudley
Jacques Moreau
Jake Zane
Li Mei Chen
Dr. Zhukov
Sharon Hunter
Cartwright
Shelly Hargrove
Temple
Franco Fedicci
“Icebox” Eddie
Vanessa Love
Fortune 1-Piece
Mobster Thug
Nazi Soldier
Nazi Zeppelin
Fortune 5-Piece
Cards
Keywords
Most cards have Keywords associated with them, listed
just below the image. The Keywords do not have any
inherent meaning, but are occasionally referenced by other
cards and rules. Some important Keywords have an icon
associated with them that can be found in the upper right
corner of the text area (such as Gun, Sidekick, or Fire).
Card Icons
Some cards have Keyword Icons on them to emphasize
a certain Keyword (such as Fire or Sidekick). A legend of
these icons can be found on the back of the rulebook.
Shuffle Icon
When a card has the Shuffle Icon, it
means that after the card is discarded the
discard pile for that deck should be shuffled
back in to reform the deck (including the card
that had the Shuffle Icon).
Bonus Fortune Icon
Some cards have a Bonus Fortune Icon. If
this is on an Enemy card (such as Nazi Gold)
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Herr Teufel
Glory 5-Piece
Tresa
Colonel Stahl
Glory 1-Piece
then the bonus Fortune is taken when the Enemy is defeated.
If it appears on a Location card, the bonus Fortune is only
used when the card is drawn for the placement of an Artifact
(as described later).
Play Immediately
Some Event cards are listed as Play Immediately. As it
sounds, these cards must be played as soon as they are drawn.
Occasionally a player will be allowed to draw multiple cards
and choose one to keep, discarding any others. When this
is the case, a ‘Play Immediately’ card is only played if the
player chooses to keep that card.
Remains in Play
Some cards are listed as Remains in Play. Again, as
it sounds, these cards stay in play and continue to affect the
game until they are canceled in some way.
Discard Piles
For each deck of cards in the game there will also be a
discard pile. The discard pile should be formed face up next
to the deck and is where cards from that deck go when they
have been used and are no longer in play. Any player may
look through any discard pile at any time. If any deck ever
runs out of cards, shuffle the discard pile thoroughly and
reform the deck face down.
Card Types
Event Cards
Event cards are special bonuses that
Heroes get during the game (though some
do have negative effects). Unless marked
‘Play Immediately’, Events are taken into
a player’s hand and kept secret. They may
be strategically played to give yourself an
advantage or to slow other Heroes down.
Events are played as fast effect style cards
and, unless noted otherwise, may be
played at any time.
City Cards
City cards are drawn by a Hero
whenever they visit a City. They are a fairly
even mix of good and bad, and can lead to
anything from getting a free Gear or Ally to
getting caught up in a city-themed Danger.
Some City cards have a Secret Icon in the
upper left corner; these cards are kept secret
when drawn just as though they were an
Event card.
Gear and Allies
Gear and Allies
are cards that upgrade
a Hero by giving them
bonuses to their Skills or
even extra abilities. A
Hero may use all of the
Gear and Allies that they
have, but are limited to
carrying no more than 3 Gear and 3 Allies.
Enemies and Nazi
Enemies
These cards represent
different Enemies that
Heroes can encounter
in their adventures. A
Danger will always let you
know which deck to draw
your opponent from.
Artifact and Adventure Cards
Artifact and Adventure cards
are usually drawn together as they
each represent half of a dynamically
generated Artifact placed out on the
board. These two cards are nested
together to form one complete
Artifact (for example, ‘The Skull’ ‘of
Medusa’). The Artifact card has a
Fortune Value which is the worth of
the Artifact, while the Adventure card
has a Dangers Value that shows how
difficult it is to recover. The black
and white icons along the right edge
of the cards are Keyword Icons and
have no inherent meaning, but may
be referenced by other cards.
Locations
Location cards are used to draw
Random Spaces on the board. Each
card has the name of a Space as well as
a small map with a red X showing where
that Space is located on the board. There
are also a number of terrain icons below
the map that show what terrain is in that
Space. Each Location card also has a City
listed at the bottom for drawing Random
Cities.
Common Items
The Common Items do not need to
be shuffled. Instead they form a face up
stack of cards that can be purchased by
Heroes while in a City. Common Items
have a number in the upper right corner
which is the cost of Glory needed for a
Hero to buy that card.
Dangers/Cliffhangers
These
doublesided cards represent
the
Dangers
that
Heroes will need to
overcome in their hunt
for Artifacts. The front
of each card shows a
Danger, while the back
shows the Cliffhanger
situation that will arise
if the Danger side Tests are failed.
Villains (Advanced Only)
There are six Villain cards, each
representing one of the unique Villain
characters in the game. Each Villain has
Skills, Wounds, Defense, and Abilities just
like the Heroes. They also have a faction
icon in the upper left corner to show
which Vile Organization they belong to:
the Nazis or The Mob. Villains are an
advanced element of the game and are a large part of the
Cooperative Game especially.
Villain Event Cards
(Cooperative Only)
Villain Events are only used in the
Cooperative Game and represent evil
bonuses that the Villains get in their quest
for power.
Enemy
Reference Cards
Occasionally a card will call for a
Hero to fight a specific Enemy rather than
drawing from a deck. These two doublesided reference cards show four common
Enemies that Heroes might encounter
during a game (Mobsters, Nazi Soldiers,
Zombies, and Order of the Crimson Hand).
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Reading Cards
The Game Board
Most cards in the game should be read aloud to all
players when drawn, starting with the card title. The only
exceptions to this are
Event cards and some
City cards (ones that
have the Secret Icon
in the upper left
corner).
The game board for Fortune and Glory is a late 1930s
adventure map of the world. There are 3 types of Spaces
that make up the board – Land Spaces, City Spaces, and
Sea Spaces. Every Space on the board has the name of that
Space printed on it. Sea Spaces also have a large number
printed on them that shows the movement cost to enter that
Sea Space.
Only Event cards and
some City cards are kept
secret when drawn by a
player. All other cards should
be read aloud when drawn.
Heroes & Vile OrganiZations
Terrain Icons
Many Spaces have one or more Terrain Icons in them to
show what types of terrain cover that region. These icons do
not have any inherent meaning, but, much like Keywords,
certain cards and abilities play off of them.
Jungle
Mountains
Desert
Ice
Sea
Hero Character Sheets
Each of the eight Heroes is represented by a Hero
Character Sheet that lists their Skills, unique Abilities, and
other information.
Land Spaces
Land Spaces are the areas of ground on the map and
are separated by thick black lines to delineate their borders.
Note that some Land Spaces are a small grouping of islands
that are all connected into a single Space. Where these are
adjacent to one or more other Land Spaces, there is a thick
black line looped out around them to show the Space’s
border (such as the British Isles or Japan).
Vile Organizations (Cooperative Only)
Each Vile Organization has a Record Sheet that shows
its special rules, Faction Icon, and Henchmen. There is also
a double-sided chart with the Vile Organization’s Tactics on
one side and unique Outposts on the other.
The Zeppelin (Advanced Only)
The Zeppelin also has a double-sided Record Sheet
with its special rules listed. One side is The Zeppelin, which
is used as an Advanced Element in the Competitive Game.
The other side includes the War Zeppelin, which is part of
the Nazi Vile Organization for use in the Cooperative Game.
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For example, the British Isles is a Land Space that is adjacent
to the Western Europe Space. Even though there is a thin strip of
water that appears to separate the two Spaces, the thick black line
looped out around the islands shows that models can move from
one Land Space to the other without having to go out to Sea.
City Spaces
City Spaces are spread around the board and appear as
circular icons surrounded by a silver or gold colored border
with the name of the City in it. City Spaces count just like
any other Space on the board for movement. Occasionally
a City Space will be fully within another Land Space (such
as the Paris City Space is within the Western Europe Land
Space). In these cases, models must move through the Land
Space to get to or leave the City Space.
Major and Minor Cities – There are two types of
City, Major Cities and Minor Cities. Major Cities are a bit
larger and have a unique depiction of the specific city they
represent, surrounded by a gold border. Minor cities are
smaller and have a generalized city image to represent all of
them, surrounded by a silver border.
Major Cities and Minor Cities work more or less the
same in the game, with the main difference being that Major
Cities are called out more often by specific cards, and Heroes
get a small bonus for selling Artifacts in a Major City rather
than in a Minor City.
Port Cities – Some Cities have a Port City icon on
them, meaning that they are adjacent to not only Land
Spaces, but also to one or more Sea Spaces. Models in
a Port City may move directly to or from an adjacent Sea
Space without having to go through any Land Spaces. This
Port City icon is more for clarity of movement than anything
else, though occasionally a card or ability will reference Port
Cities.
Sea Spaces
Sea Spaces are the blue water areas of the map
and are separated from each other by thick black
lines. They are also separated from the Land Spaces
by lighter-colored, rippling coastline. Every Sea Space
also has a Sea Icon in it.
Pacific Crossing – On each side edge of the map is a
half circle marked Pacific Crossing. This is actually a single
Space and is a way for models to move from one edge of
the map to the other (traveling around the world). Note
that the ONLY Space that is connected from one edge to the
other is the Pacific Crossing – the other Pacific Sea Spaces are
NOT connected from one edge to the other and are NOT
considered adjacent.
Movement Cost – Each Sea Space has a large number
printed in it which shows the movement cost to enter that
Space. All of the other Spaces on the board (Land Spaces
and City Spaces) always just cost 1 movement to enter. If a
model does not have movement remaining equal to or more
than the Sea Space’s movement cost, it may not enter that
Sea Space.
Random Locations and Random Cities
Whenever a Random Location is needed, simply draw a
Location card. Each Location card represents one Space on
the board and has a simple map that shows a red X where
the Space appears on the game board. Note that at the
bottom of each Location card there is also a City listed for
occasions when you need to draw a Random City instead.
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Fortune and Glory
There are two resources in the game, Fortune and
Glory. These are marked with the plastic coins provided in
both 1-pieces and larger 5-pieces. The Gold coins should be
used to mark Fortune and the Crystal Blue coins should be
used to mark Glory.
Fortune is the victory resource in the game. Occasionally
Fortune is used for other things, but it is primarily collected
up until the Hero has enough to win the game. Glory
on the other hand, is the spending resource. It is gained
by overcoming Dangers and defeating Enemies and can be
spent while in a City to buy Gear and Allies cards, as well as
to buy Common Items and to Heal wounds.
Skills
Heroes have four Skills: Combat, Agility, Cunning,
and Lore. These different Skills are used during the game to
make Tests and fight Enemies.
Combat (Red) – Combat shows a character’s ability
to fight, whether it is bare-fisted brawling or their skill
with a pistol. It also represents basic strength.
Agility (Yellow) – Agility represents how good a
character is at running, jumping, ducking, sneaking,
and general physical prowess.
Cunning (Green) – Cunning represents how well
the character can solve puzzles, spot traps, and think
their way out of a bad situation, as well as their
understanding of technology and science.
Lore (Blue) – Lore shows a character’s knowledge
of other cultures, locales, legends, and history. This
is often used to read ancient glyphs, fight fantastical
Enemies, and decipher the occult powers of ancient
Artifacts.
Making Skill Tests
Often a Hero is called on to make a Test using one or
more of their Skills. A Test has three parts to it – The type of
Skill needed, the target number for each die rolled to count
as a Success, and the total number of Successes needed to
pass the Test (the small
symbols).
To make a Skill Test, roll a number of dice equal to
your Hero’s Skill of that type. So if it is an Agility Test, you
would roll a number of dice equal to your Hero’s Agility
Skill.
These dice are called Adventure Dice. Each
Adventure Dice that rolls the required number
for the Test or higher counts as a Success. In
the example above it is an Agility 5+ Test, so
each die that rolled 5 or 6 would count as a
Success. Put a Success Marker on the card for
each Success rolled.
As long as you roll at least one Success, you
may roll your Adventure Dice again. You may
continue to roll until you get no Successes.
If you have gotten Success Markers equal to or more
than the number of Successes required, the Test is passed. If
you do not roll enough Successes, the Test is failed.
Additional Adventure Dice may always be added after
the roll by cards, Abilities, or by increasing your Skill in
some way.
Combined Skill Tests and Non-Skill Tests
Some Tests require the use of two or more Skills
combined, or do not use any Skills at all. These Tests always
have extra text to describe how they are passed or failed.
Exerting
In some very dangerous moments it is possible for a
Hero to push themselves to their limits to try and survive.
While in a Cliffhanger Test or making an Escape Test (and
ONLY during a Cliffhanger or while trying to Escape), a
Hero may Exert, taking Wounds on themselves to roll extra
Adventure Dice (note that Cliffhangers and Escape Tests are
covered a bit later).
For each Wound that a Hero Exerts, they
are allowed to roll 1 extra Adventure Dice.
A Hero may Exert as many times as they like (and
may do so one at a time), but may not KO themselves by
Exerting. Another important note is that the extra Adventure
Dice from Exerting is only for the current roll. If the Hero
gets to roll the dice again (for having gotten at least one
Success), the extra Adventure Dice from Exerting are NOT
included in subsequent rolls.
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Gear and Allies
Gear and Allies are cards that a Hero can acquire to
increase their Skills and Abilities. Whenever a Hero gets
a Gear or Allies card, simply draw the top card of the
appropriate deck and place it face up on the table next to the
Hero’s Record Sheet.
Buying Gear and Allies
Wounds and Defense
Wounds
In the lower right corner of a Hero’s Record Sheet there
is a wooden crate with the Hero’s Wounds value. This is
the amount of damage that the Hero can take before they
are knocked out. When a Hero takes one or more Wounds,
a number of Wound Markers are placed on their Record
Sheet to track how much damage they have taken. If the
Hero ever has Wound Markers equal to or greater than their
Wounds value, they are KO’d.
Defense
Right next to a Hero’s Wounds value is a little bar that
shows the Hero’s Defense (this is usually 0 or 1).
Defense is the number of Hits that the Hero
prevents every time that they take one or more
Hits (in a Fight or otherwise).
Healing
Anytime a Hero gets to Heal one or more Wounds,
those Wound Markers are simply removed from the Hero’s
Record Sheet. If a Hero gets to Fully Heal, all Wound
Markers are removed from their Record Sheet.
Being KO’d
A KO’d Hero is placed back in their Starting City with
their figure laid down on its side. They do not participate in
the game in any way until they Recover during the next End
Phase. There is also an additional penalty for being KO’d.
Any time a Hero is KO’d they must
immediately roll a die and discard the amount
rolled in any mix of Gear cards, Allies cards,
Glory, and Fortune.
In addition, the Hero must roll a die for
each Artifact they are currently carrying. On
the roll of 1, 2, or 3, that Artifact must also be
discarded.
The Hero may choose what Gear, Allies, Glory, and
Fortune they lose, but they must lose the full amount rolled
if possible. For this reason, it is good to try and keep a
little extra Glory as a buffer in case you are KO’d (as Glory
tends to be easier to get than Gear, Allies, or Fortune). It is
generally a good idea to sell Artifacts as soon as you can once
you recover them.
Gear and Allies cards may be purchased using Glory
while in a City. When purchased, draw the top card from
the deck and add it to your Hero.
It costs 5 Glory to buy a Gear or Allies card.
Carrying Limit
A Hero may carry up to 3 Gear and up to 3 Allies at
a time (a total of 6 cards) and may use any and all Gear and
Allies they are carrying. If a Hero ever has too many Gear
or Allies, they must discard down to their limit.
Activate
Some Gear and Allies must be Activated to use one or
more of their abilities. This just means that the ability is one
use per turn. When Activated, flip or rotate the card to show
that it may not be Activated again this turn. While Activated,
any other Skill Bonuses or non-Activate abilities on the card
MAY still be used.
Loyalty Tests
Allies have a special Skill in the lower left corner of their
card called Loyalty. This is used when an Ally is called on
to make a Loyalty Test. To make the Test, roll a number of
dice equal to the Ally’s Loyalty Skill. If any of the dice roll
the number needed for the Test, the Test is passed. If not,
the Test is failed and the Ally must be discarded (there is
often an additional effect as well, based on whatever caused
the Test).
Common Items
Another type of card that Heroes can get is Common
Items. These cards are available to purchase in Cities using
Glory. Common Items work just like Gear and Allies with
the exception that they are not a deck but rather a stack of
cards. This means that Heroes do not get them randomly
but instead may pick and choose the specific card that they
would like to purchase (the cost in Glory is shown in the
upper right corner of the Common Item card). There is
also no discard pile for the Common Items stack as any
time one would be discarded, it is instead just returned to
the stack.
When purchased, Common Items are placed face up
next to a Hero’s Record Sheet and count toward the carrying
limit of either Gear or Allies, depending on the Common
Item (the first Keyword on a Common Item will always be
Gear or Ally). In the main game, all of the Common Items
are Gear.
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The Basic Game
To keep things simple for your first game or two (or
for teaching new players that are not very familiar with more
advanced board games), you should play a Basic Game
version of Competitive play. Set aside the Zeppelin, Temple,
and Villain figures during Game Setup and remove all copies
of the following cards from the game before shuffling the
card decks (these are all cards that feature concepts covered
in the Advanced Elements section of the rules):
Artifacts The Mine
The City
The Valley
The Temple
The Caverns
The Tomb
Events Lost Temple
City Trouble in Town
Dangers Agents of Evil
Enemies Mob Leader
Nazi Enemies Nazi Commander
You should also ignore any reference to Villains,
Temples, Deep Jungles, or Flying between Cities on cards, as
well as any Special Text listed below the card title on any of
the Adventure cards
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Setting Up
Set Up Game Board
Unfold the game board and place it in the center of a
large table where everyone can reach it.
Shuffle and Place Card Decks
Separate all of the various card decks and fully shuffle
each of them. You do not need to shuffle the Common
Items as they are a face up stack rather than a deck. Place all
of the card decks around the board as shown in the diagram
below.
Draw and Place Hero Characters
Shuffle up the large Hero Character Sheets. Each player
then randomly draws one Hero to play. The remaining
Hero Characters are set aside and will not be used this
game. Place your Hero Character Sheet in front of you
where everyone can see it and take the corresponding Hero
figure out of the box.
Each Hero has a Start City listed in the
upper right corner of their Character Sheet.
Each player should place their Hero figure in
the proper Start City.
Some Heroes also have abilities that let them start the
game with free cards or other bonuses.
The Competitive Game
The default style of play is the Competitive Game where
all of the Heroes are traveling the world hunting down
artifacts and racing against one another to be the first to
collect 15 Fortune and be in their Starting City at the end of
a Game Round.
The Game Round
Prepare Counters, Dice, and Figures
Place all of the Fortune coins, Glory coins, Wound
Markers, Counters, and Enemy Figures around the table so
that all players can reach them. Also, distribute the dice
between the players.
Prepare Dangers Deck
Shuffle up the Dangers deck and place it where all
players can reach it. Note that because this is a deck of
double-sided cards, anytime a player would draw from the
Dangers deck they should always draw from the bottom
or middle and be sure that the Danger side is face up as it
enters play.
Draw and Place Starting Artifacts
Now it is time to populate the board
with Artifacts. Draw an Artifact card and
an Adventure card and place them together,
nested with one another, along the top of the
board. This dynamically generates the Artifact
using the two cards (for example – ‘The Spear’ ‘of
Hades’). Then draw a Location card to randomly
determine where the Artifact is located. Choose one of
the colored skull Artifact Marker pairs and place one of the
markers on the Artifact card and the other on the board in
the random Space drawn.
Fortune and Glory is played in a series of Game
Rounds until one player wins the game. Each Game Round
has the following four phases:
1) Initiative Phase
2) Move Phase
3) Adventure Phase
4) End Phase
The Initiative Phase
Roll for First Player
During the Initiative Phase all of the players roll a single
die. Whichever player rolls highest takes the First Player
Marker and becomes the First Player for this Game Round
(roll off if tied).
Any player that rolls a 1 for their Initiative
roll gets to draw a free Event card.
Ready Activated Cards
Any cards with an Activate ability that were Activated
in a previous round are now turned upright and are ready
to use once again.
Repeat these steps until there are a total of 4
Artifacts on the board.
Note that you may never have more than one Artifact in
a Space and if the Location drawn already has an Artifact the
Location should be re-drawn.
You are now ready to begin the game.
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The Move Phase
During the Move Phase each Hero gets to move around
the board, starting with the First Player and proceeding
clockwise around the table.
Enemy Figures
If a Hero enters a Space with an Enemy Henchmen
Figure, their move immediately ends and they must Fight
that Enemy out of the normal turn sequence (see the section
below on Fights).
Movement
When it is your Hero’s turn to Move, roll a die and
move up to that many Spaces. You do not need to move at
all if you do not want to (if, for example, you are already on
the hunt for an Artifact in your Space).
Any player that rolls a 1 for their Move roll
also gets to draw a free Event card.
Each Land and City Space takes a single Movement
point to move into while each Sea Space has a movement
cost to enter it printed on the board. It is a good idea to
try and move into a Space with an Artifact so that you can
attempt to recover it in the Adventure Phase.
Note that each player gets to move before the Adventure
Phase begins. This allows multiple Heroes to get to the
same Artifact so they can race against one another to be
the first to recover it (or to work together in a Cooperative
situation).
The Adventure Phase
During the Adventure Phase each Hero gets to adventure
in turn, starting with the First Player and proceeding clockwise
around the table. What you get to do depends on the type
of Space you are in – a Land or Sea Space, a Space with an
Artifact Adventure, or a City Space.
Land or Sea Space
Just because you aren’t in a Space with an Artifact
doesn’t mean that there’s not still plenty of trouble you can
get into. If you are in a Land or Sea Space with no Artifact
Adventure present during your Adventure Phase, roll a die.
On the roll of 4, 5, or 6, draw an Event card. On the roll of
1, however, you are instead attacked! Draw an Enemies card
to see what has attacked you and resolve the Fight. Note that
on the roll of 2 or 3, it really is simply uneventful traveling.
Artifact Adventures
A Hero that is in a Space with an Artifact may now
go on that Adventure to hunt down and recover it. It is
not uncommon for a player to announce the title of their
adventure as “The Hero’s name ‘and’ the Artifact’s name”
(for instance, ‘Jake Zane and the Sword of the Ancients!’).
The Artifact/Adventure Card
As noted earlier, an Artifact Adventure has two main
values on it – The Fortune Value (in the Gold Coin icon)
and the number of Dangers that must be overcome to
recover it (in the Red Tribal Shield icon). There is also a set
of Black and White Artifact Type icons and occasionally some
Special Text below the Artifact’s name. For now, these other
elements can be ignored.
Movement Example - Duke Dudley starts the game in the City
of London. He rolls a 5 for Movement and decides to go on
the hunt for an Artifact located in the Sahara. He moves from
London to the British Isles, then onto Western Europe, into the
Mediterranean Sea Space (for a cost of 2 Movement points), and
finally into the Sahara Space for a total of 5 movement.
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Dangers
To encounter the first Danger of the Adventure, draw
a Danger card from the deck and make sure it is Danger
side up (the first Keyword below the card image should
be Danger). To overcome the Danger you will likely have
to make one or more Tests and/or Fight some enemies
(Dangers are covered in full detail below in the section on
Dangers and Cliffhangers).
If the Danger is failed, your turn will immediately
end and the Danger card will flip over to its Cliffhanger
side, leaving you in a very precarious situation until your
following turn. Any other Dangers you have overcome this
turn will also be discarded without collecting any of the
Glory for them.
If the Danger is overcome, place a Danger
Marker by your Hero to show that you are
one step closer to recovering the Artifact.
You now have an important decision to
make; you can either Camp Down or Press
On to the next Danger.
Camping Down
If you decide to Camp Down, your Adventure Phase
immediately ends and you may discard all of the Danger
cards you have overcome this turn to collect their listed
Glory (Danger Markers collected are not discarded, but kept
from turn to turn toward recovering the Artifact). You may
also Fully Heal any Wounds you might have. Next turn, if
you do not move away, you may continue on your hunt for
the Artifact during the Adventure Phase, picking up where
you left off by drawing the next Danger.
Pressing On
If you decide to Press On, you do not collect any
Glory yet, but instead continue on and draw your next
Danger. You may continue to Press On after each Danger is
overcome until you fail at a Danger, decide to Camp Down,
or recover the Artifact. It is important to note that this
creates a ‘pushing it’ style of risk and reward as Pressing On
will get you closer to recovering the Artifact, but if you fail
at any of the Dangers, you will not get to collect any of the
Glory from the Dangers you have already overcome!
City Space
A Hero in a City Space during their Adventure Phase
gets to head into town to sell Artifacts, pick up supplies,
and maybe even get a bit of a rest to recover.
Draw a City Card
The first thing the Hero must always do in a City is
draw a City card. Most City cards are read aloud when
they are drawn, though some have a Secret icon in the
upper left corner meaning that the card should be kept
secret and taken into hand to play later like an Event card.
Some City cards are
actually Dangers! When a
City Danger is drawn, the
player must take the Tests
on the card just like any
other Danger. Note though
that as it is a City card, this
Danger cannot be doublesided and so the Cliffhanger
is actually included on the
front face of the card at the
bottom.
A Hero that fails the
Tests on a City card Danger
ends their turn and goes to
the Cliffhanger as normal.
They cannot interact with
the City in any other way
this turn. On the following turn’s Adventure Phase, the
Hero must resolve the Cliffhanger instead of drawing
another City card, but can then interact with the City
afterword (assuming they are not KO’d).
Interacting with the City
Once the Hero has drawn and resolved their City card,
they may now interact with the City by Selling Artifacts,
Buying Gear and Allies, and/or Healing Wounds (in any
order they wish).
The Hero may now sell any Artifacts they have
collected. To sell an Artifact, simply discard the Artifact
and gain Fortune equal to the Fortune Value listed on the
card.
Recovering the Artifact
Once a Hero has collected Danger Markers (by
overcoming Dangers) equal to the Danger Value of the
Artifact, they have reached the Artifact itself and recovered it!
Take the Artifact/Adventure card and place it by your Hero
Character Sheet (removing the skull-shaped Artifact marker
from the board and discarding all of the Danger Markers
you collected). At this point you may also collect the Glory
for any Dangers overcome this turn.
Being KO’d
If a Hero is KO’d while on an Artifact Adventure (or
if they leave during the Move Phase), they must discard any
Danger Markers they had collected, losing any progress they
had made toward recovering the Artifact. When the Hero
returns to the same or a different Artifact Adventure, they
must start over from the beginning.
When selling an Artifact in a Major City,
the Hero gains +1 Fortune to the value listed on
the card.
The Hero may also purchase any number of Gear and/
or Allies cards for 5 Glory each, as well as any Common
Items for the cost listed on the card. Also, the Hero may
Heal any number of Wounds that they have for 1 Glory
each.
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The End Phase
In the End Phase there are 5 steps that happen:
1) The Zeppelin Moves
2) Villains Adventure
3) Check for Victory
4) Replenish Artifacts
5) Heroes Recover
The Zeppelin Moves
The Zeppelin is not used in the Basic Game, but is
covered in the Advanced Elements section below.
Villains Adventure
Villains are not used in the Basic Game, but are covered
in the Advanced Elements section below.
Check for Victory
Any Hero that is in their Starting City with at least 15
Fortune during the End Phase wins the game. If there is
more than one Hero that meets this victory condition at the
same time, the winner is the player that has the most Fortune
(or the most Glory if they have equal Fortune).
Replenish Artifacts
A new Artifact Adventure is drawn and placed at a
Random Location for each Artifact that was recovered during
the Game Round. There should always be four Artifacts out
on the board at the end of each Game Round (though some
Advanced Elements may increase the number of Artifacts on
the board beyond four).
Heroes Recover
Any Heroes that were KO’d during the Game Round
get to stand back upright and re-join the game.
Dangers and Cliffhangers
A key element to the pulp adventure genre is the
dangerous situations that can arise while the daring Heroes
explore exotic locales and fight off deadly enemies. In
Fortune and Glory this is represented by Danger cards! As
noted above, Danger cards are double-sided with a Danger
on one side (a perilous situation) and the Cliffhanger that
can result (when things go wrong and it looks like it could
be curtains for the valiant Hero) on the other side.
The Dangers Deck
Because the Danger cards are double-sided, it is
important that anytime a card is discarded back to the
Dangers deck that it is placed there in the proper orientation
(either Danger side always face up or always face down)
so they all face the same direction.
There are two possible ways to handle the Dangers
deck, and both work equally well; it is really just a matter
of preference.
Shuffle before each Draw
The Dangers deck should be hand shuffled a bit to
mix all of the cards together before each draw. When a
card is drawn, it should be drawn from the bottom or
middle of the deck. When discarded, the cards should be
shuffled back into the deck. In this way, all of the Danger
cards are always in the mix and you never know what you
are going to get when you draw.
Draw from the Bottom
The other way to handle the Dangers deck is to keep
the ‘Dangers side’ face down. When a card is drawn, it
should be drawn from the bottom of the deck and flipped
over to lie on the table with the Danger side up. Danger
cards should be discarded back to the top of the deck
with the Danger side down. With this method, you will
cycle through all of the Danger cards before you start
hitting the same Dangers again (note that there are some
duplicate Dangers that have different Cliffhangers on the
back). This way you will get to see more of the Dangers
in any given game, but players might be able to count
cards and know that they are safe from certain Dangers
that have already passed by.
Tests and Options
Dangers will usually have one or more Tests listed on
them that the Hero must pass to overcome it. Often these
Tests will have the word ‘or’ between them meaning that
the player may choose which of the Tests to take. If the
word ‘and’ appears between two Tests, it means that the
player will have to pass both of the Tests to overcome the
Danger. They may decide in what order to take the Tests.
Skill Tests are described above in the Skills section of
the rules.
Fight
Often alongside the Skill Test options of a Danger
there will be an option to instead go directly to a Fight.
Fights are described in detail below. If the Hero chooses
a Fight option rather than a Test, the Danger is overcome
if the Hero defeats the Enemy or if the Hero can Escape
from the Enemy. Note that in a Fight, the Glory Value of
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the Danger card is not used, but rather the Enemy itself has
a Glory Value associated with it.
Keywords
Like any other card, Dangers have Keywords below the
image that may be referenced by other cards and abilities.
Any Test on a Danger (or Cliffhanger) is
considered to have all of the Keywords of that
Danger card.
For instance, the Danger Boat Chase has the Keywords
Driving, Chase, and Water. The Agility Test on this card
is therefore considered a ‘Driving’ Test, a ‘Chase’ Test, and
a ‘Water’ Test.
Fights
When hunting down ancient artifacts, Heroes will
often find themselves facing off with bad guys. Whether
it’s a bare-fisted bar fight with thugs, or a shootout with
Nazis in crumbling ruins, Fighting is handled more or less
the same.
Drawing an
Enemies Card
Cliffhangers
As described in the Adventure Phase section above, if
a Hero fails a Test on a Danger, their turn immediately
ends and the Danger is flipped over to reveal the Cliffhanger
side of the card. This creates the classic movie cliffhanger
moment! Players should NOT look at the Cliffhanger side
of a card unless they actually fail the Danger (you shouldn’t
get to know ahead of time what is in store if you get in
trouble).
A Hero that is currently in a Cliffhanger may
NOT move away during the Move Phase. They
may still roll for movement however, getting a
free Event card on the roll of 1.
During the Adventure Phase of the next Game Round,
instead of moving on to the next Danger, the Hero must
overcome the Cliffhanger by passing any Tests or special
game text listed.
If the Cliffhanger is failed, the Hero is KO’d (remember
that a Hero in a Cliffhanger may Exert to gain extra
Adventure Dice on a Test as noted above in the Skill Tests
section of the Rules).
If the Cliffhanger is overcome, the Hero immediately
gains the Glory for that Cliffhanger card and takes the
Danger Marker for completing it. The Hero now has the
option once again to Press On or Camp Down this turn.
Whenever a Hero
gets into a Fight, it will
always say what he is
fighting. This may be a
specific Enemy (such as
Mobsters or Zombies) in
which case you should use
the Enemy Reference card
that represents that Enemy.
Most of the time however,
it will say to draw a card
from the Enemies deck or
from the Nazi Enemies
deck to find out what you
are up against.
Every Enemy will
have a Glory Value that the Hero gains if the Enemy is
defeated, Fight Dice, Wounds, and any special abilities.
Every Enemy also has an Escape Test at the bottom in case
the Hero would rather try to Escape than Fight.
Keyword ‘Infantry’ Only
Occasionally when you get into a Fight in a confined
area (such as on a U-Boat or Zeppelin) it will say that if the
card drawn is not Keyword Infantry it should be discarded
and drawn again. The Keywords of an Enemy are listed
below the image and the first Keyword is always the Type
of Enemy that the card represents. In these cases, if the
card is not an Infantry Type, it should be discarded and
you should draw a new card.
15
Collecting Glory
When an Enemy is defeated, the Hero immediately gets
the Glory listed on that Enemy’s card. This occurs even if
the Hero is also KO’d in the same Fight Round.
Escaping From a Fight
Nazi Gold
Some cards are listed as Keyword Escorted as the
Type. In the main game the only card like this is Nazi Gold.
Escorted is not a full Type of Enemy, but rather a modifier.
As noted on these cards, when drawn, another card should
be drawn as well to find the actual Enemy that must be
fought. It is possible to have multiple Escorted cards drawn
in a row, just keep drawing and adding them together until
you get to a normal Type of Enemy.
Note also that Escorted cards are NOT re-drawn in
‘Infantry Only’ cases as noted above (as they are only a
modifier, not the actual Enemy).
Fight Rounds
Each Fight is split into a number of Fight Rounds.
During each Fight Round, both the Hero and the Enemy
will simultaneously attack. Sometimes a card will say that it
cannot be used ‘during a Fight Round’. Cards like this may
however, still be used between Fight Rounds.
Fight Dice
Fight Dice are the dice that the Hero or Enemy gets
to roll to try and damage his opponent. During each Fight
Round, a Hero rolls a number of Fight Dice equal to their
Combat Skill while an Enemy rolls Fight Dice equal to their
Fight Dice value listed.
Every Fight Dice roll of 4, 5, or 6 does one Hit.
Defense and Wounds
As noted earlier, a Hero’s (or Enemy’s) Defense is the
number of Hits that are prevented anytime they take one
or more Hits (so during each Fight Round, a Hero with
Defense 1 will prevent the first Hit taken from an Enemy).
Each Hit that is not prevented goes through and adds 1
Wound Marker to the Hero or Enemy. If the Hero or
Enemy ever has Wound Markers on them equal to or greater
than their Wounds value, they are defeated (or KO’d if the
Hero).
At the end of each Fight Round, if neither the Enemy
nor the Hero has been defeated/KO’d, begin another Fight
Round. This continues until one or both sides are defeated/
KO’d.
16
As noted above, each Enemy has an Escape Test listed
at the bottom of the card. At the start of any Fight Round,
a Hero may decide to try and Escape instead of Fighting.
The Hero rolls the Escape Test just like any other Test. If
successful, the Enemy is discarded (without rolling Fight
Dice) and the Hero may continue on with their turn, though
no Glory is gained for the Enemy.
If the Escape Test is failed, the Enemy gets to roll their
Fight Dice for the round as normal against the Hero. Note
that the Hero does NOT get to roll their Fight Dice as they
were attempting to
Escape instead. At
the start of the next
Fight Round, the
Hero gets to decide
again whether to try
and pass another
Escape Test or
simply Fight
as normal.
Enemy Henchmen Figures
Occasionally an Enemy Henchmen Figure will be placed
in a Space on the board. These are Nazi Soldier Figures
which represents a Nazi Soldiers Enemy, or Mobster Thug
Figures which represents a Mobsters Enemy. You can
use the Enemy Reference cards to find the details
on these two Enemies. There may never be more
than one Enemy Henchmen Figure placed in the
Same Space. If this ever would happen, draw a
new Random Location for the Henchmen to be
placed (in the Cooperative Game this works a bit
differently).
Hero Movement and Fights
If a Hero moves into a Space with an Enemy Henchmen
Figure, that Hero’s move ends and they must immediately
Fight that Henchmen (during the Move Phase).
In this way, Henchmen Figures can block Hero
movement, slowing them down. If a Henchmen
Figure ever appears in a Hero’s Space, that Hero
must immediately Fight the Henchmen outside of
the normal turn sequence.
Escaping from a Figure
If you Escape from a Fight with an enemy that is
represented by a figure on the board, the figure remains in
the Space and you must immediately move to an adjacent
Space of your choice.
Event Cards
Event cards are special bonuses that can be played at any
time (unless limited in the card’s text) to either help yourself
or another Hero, or to slow down or hurt an opponent.
There is no limit to the number of Event cards a player can
have in their hand. When an Event card is played, it should
be read aloud to all players, starting with the card title. After
the card has taken effect, it is discarded (unless marked as
‘Remains in Play’).
Event cards should be fairly clear as to when they
should be played. Those listed as Play Immediately must be
played as soon as they are drawn. Unless specifically stated
otherwise, cards may always be used after the fact to add to a
Hero’s Skill, force dice to be Re-rolled, etc. If there is ever a
dispute over who gets to play their card first, priority always
goes to the players based on the current turn order (starting
with the First Player and going clockwise).
Canceling Cards
Some cards and abilities allow a player to cancel another
card as it is played or that is currently in play. When a card
is canceled, its effects are immediately negated and the card is
placed in its appropriate discard pile. Generally a card may
be canceled at any time, however an Event card may NOT
be canceled after it has already caused one or more dice to
be rolled or Re-rolled.
Heroes on the
Same Adventure
When two or more Heroes are in the same Space
together in the Competitive Game, hunting after the same
Artifact, they are considered to be racing one another. These
Heroes should trade off drawing and encountering their
Dangers one at a time. So, whenever a Hero overcomes
a Danger, they must decide if they are Pressing On or
Camping Down as normal. If they decide to Press On,
before drawing their next Danger, the next Hero racing them
in the Turn Order (clockwise) gets to draw their Danger
first. In this way, Heroes that are racing each other for the
same Artifact will be pushed to go a little faster and a little
riskier as they must decide to Press On or not before seeing
if the other Hero has been tripped up by a Danger.
For example – Jake Zane and Shelly Hargrove are racing each
other on the hunt for the Spear of the Ancients. Jake Zane goes
first in the Turn Order so he gets his Danger first and overcomes
it. He then decides he want to Press On. Before drawing his next
Danger, it is Shelly Hargrove’s turn to draw a Danger. She draws
a Danger and fails it, flipping to the Cliffhanger. Because Jake
Zane already committed to Pressing On, it comes back to him and
he draws his next Danger.
It is possible for a Hero that is racing like this to commit
to Pressing On and then have another Hero end up recovering
the Artifact first. If this occurs, the Hero that committed to
Pressing On must still draw and complete another Danger,
even though there is no Artifact left to recover.
Winning the Game
As noted above, any Hero that is in their Starting City
with at least 15 Fortune during the End Phase wins the
game. If there is more than one Hero that meets this victory
condition at the same time, the winner is the player that
has the most Fortune (or the most Glory if they have equal
Fortune).
You are now ready to play the
Basic Competitive Game.
17
Advanced Elements
The following are the Advanced Elements of the game that can be added in once you feel comfortable with the basics.
These can be added in all at once or a bit at a time if you like. The Advanced cards removed during Set Up can simply be
shuffled back into their respective decks and should be fairly clear as to which Advanced Elements they relate to.
Deep Jungle
There are 5 Spaces on the board that have a red ring
around their Jungle Terrain Icon, making it a Deep Jungle
(these still count as Jungle Spaces). The Deep Jungles
on the board are – Amazon Jungle, Amazon Falls, Heart
of Africa, Congo Jungle, and Indonesia Jungle.
You’ll notice that on the Location cards for these Spaces
there are vines hanging down over the map and they have a
Bonus Fortune Icon and a Shuffle Icon on them.
Bonus Fortune
When an Artifact is placed in a Deep Jungle Space,
it is worth +2 Fortune. Place the 2 Fortune coins under
the Skull Marker on the board. When a Hero collects the
Artifact, they get to take the 2 Fortune coins as well. If
the Artifact is a Temple (see Temples below), the extra 2
Fortune are simply added to the Temple Fortune itself.
Exploration
Artifacts located in a Deep Jungle Space are
worth more because they are a little harder to
find. When a Hero is in a Deep Jungle Space
during their Adventure Phase, before they can
go on an Artifact Adventure there, they must first
find it! Take an Exploration Marker and roll a die. If
the roll is 4, 5, or 6, you have found the Adventure and may
start drawing Dangers as normal. If the roll is only 1, 2, or
3, you are lost in the Jungle and may not start the Adventure
this turn. If you did not find it, in your following Adventure
Phase (assuming you did not move away), take another
Exploration Maker and roll two dice. If either gets a 4, 5,
or 6 you have found the Adventure and can start drawing
Dangers. This process continues from turn to turn until you
either find and start the Adventure or leave the Space.
Once you find the Adventure and start drawing Dangers,
you do not need to explore any more, this Exploration is just
to get started (you can discard any Exploration Markers). If
you leave the Space by moving away or being KO’d, and
then return, you will need to start over and Explore to find
the Adventure again.
Temples
Some of the Artifact cards actually represent a place
rather than an object. These are called Temples
and have a Temple Icon in the lower right corner.
When a Temple Artifact is placed on the board,
in addition to the Skull Marker, a Temple Figure
should be placed in the same Space.
Temple Fortune
Temples have a higher Fortune Value printed on them
than normal Artifacts. When a Temple enters play, place the
listed number of Fortune Coins onto the Temple Artifact
card. Instead of only getting Fortune by collecting and
selling the Artifact, with a Temple Heroes get to collect the
Fortune as they pass through the Dangers.
Every time a Hero overcomes a Danger
(or Cliffhanger) they may immediately take 1
Fortune from the Temple card.
The Temple Treasure
The Hero that collects the last Fortune
coin from the Temple also gets to take the
Temple Figure itself. This represents
the Temple Treasure and counts as an
Artifact in every way. It may be sold,
stolen, lost, etc.
The Temple Treasure may be sold in a City
just like a normal Artifact and has a Fortune
Value of 3.
18
Dangers and Instability
One downside of ancient Temples is that
they have a tendency to always be on the
verge of collapse (they are quite old after all).
The Danger Value of the Temple (in the red
tribal shield icon) works a little differently than
a normal Artifact. Instead of representing how
many Dangers the Hero must pass through to recover the
Artifact, it represents how frequently you will need to roll to
see if the Temple falls apart around you.
When a Hero is adventuring at a Temple, instead of
collecting a Danger Marker for each Danger overcome, these
Danger Markers are placed on the Temple card. When there
are Danger Markers there equal to the Danger Value of the
Temple, they are removed and replaced with an Instability
Marker. At this point you must roll for Collapse!
Roll a die for each Instability Marker on the
Temple. If any of the dice roll a 1, the Temple
immediately Collapses.
Note that unlike a normal Artifact, the Danger Markers
from each Hero present are all adding to the same pile on
the Temple, and therefore rolling for Collapse that much
more frequently.
Cliffhangers at a Temple
If a Hero fails a Danger and flips to a Cliffhanger
while at a Temple, immediately remove any Danger Markers
currently on the Temple and add another Instability Marker
directly, rolling for Collapse straight away.
Collapse
When a Temple Collapses, discard any remaining
Fortune coins on that Temple and remove the Temple
Figure from the board. Any Hero in the Space will now
have to try and Escape!
In the lower right corner of the Temple Artifact card
there is an Escape Test. Every Hero in the Space must pass
the Escape Test or be KO’d. It is important to note that
Heroes may Exert to add extra Adventure Dice to an Escape
Test as detailed in the Skills section of the rules (whether it is
Escaping from an Enemy or a Collapsing Temple).
Flying Between Cities
Though Flying was still relatively new in the 1930s,
there was a system in place for commercial flights all over
the world. A Hero that either starts their move in a City
or enters a City during their move, may interrupt their
Movement to take a Flight to any other City on the board.
Flying costs 2 Fortune to fly to any Major
City or 3 Fortune to fly to any Minor City (note
that only the destination City matters, not the
City you are leaving from).
The Hero is immediately transported to the destination
City and may continue their Movement from there. It does
not cost any Movement for the actual Flight itself.
For example, Duke Dudley is in the Yucatan. He moves into
Mexico and then into Mexico City. From there he pays 2 Fortune
to fly to Hong Kong and then moves one more Space into China.
This took him a movement of only 3 Spaces as well as the 2
Fortune for the Flight.
The Zeppelin
Zeppelins are an epic part of the pulp genre; massive
airships that darkened the sky for a time. The Zeppelin
Figure allows the Heroes to further their adventures into the
skies, sneaking aboard a Nazi Zeppelin to loot stolen gold
and fight off the vile Nazi soldiers guarding it.
The Zeppelin figure is placed in a Random Location on
the board during Set Up and will move around and amass
Fortune each turn in the End Phase, possibly even dropping
off a Nazi Soldier. The full rules for the Zeppelin can be
found on the Zeppelin Record Sheet (note that this sheet is
double-sided and the War Zeppelin side is intended only for
use in the Cooperative Game when fighting the Nazis Vile
Organization). Sneak Tests are covered below in the Villains
section of the Rules.
Adventure Card
Special Text
Some of the Artifact Adventure cards have Special Text
listed below the card title. These are curses or modifiers to
Heroes on that Adventure. Where this Special Text refers to
the ‘Artifact’, with Temples this specifically means the final
Temple Treasure.
19
Villains
One of the more Advanced Elements of the game are
the ruthless Villains that can show up to give the Heroes
a hard time. There are six Villains included in the game,
each with a unique figure and card to represent them. Each
Villain has a Faction Icon in the upper left corner of his card
to show which Vile Organization he belongs to (in the main
game, this is either the Nazis or The Mob).
Drawing a Random Villain
In the Competitive Game, Villains only appear when a
card specifically calls for it. When a card tells you to draw
a Random Villain, shuffle up all of the Villain cards that
are not currently in play and draw one at Random for the
encounter. If this occurs during an Adventure, the Villain
will actually stay out on the board and join the hunt for the
Artifact (as detailed below).
Occasionally a card will ask for a Random Villain of
a Particular Faction (for instance a Random Nazi Villain).
When this happens, only shuffle in Villains of that Faction
to draw from.
Villain Cards
Villains have Skills, Defense, Wounds, and Special
Abilities just like Heroes, though a Villain’s Skills are a bit
different.
Search – This represents how good the Villain is
at hunting down Artifacts and finding
Heroes that try to sneak past them.
Combat – This is how good the Villain is in a Fight.
Villain Figures
When a Villain enters play, place the unique figure for
that Villain in the same Space as the Hero who drew them.
There is a limit of 1 Villain per Space. If another card
would call for a second Villain to be drawn and placed in the
same Space, instead use the Villain that is already present.
Unlike Enemy Henchmen Figures, Villain
Figures DO NOT block Hero movement and
may occupy the same Space as a Hero without
immediately Fighting.
20
Sneaking Past a Villain
While a Villain is at an Adventure, anytime a Hero there
wishes to Press On after overcoming a Danger, they must
first make a Sneak Test to get past the Villain without being
discovered.
To make a Sneak Test the Hero must
choose a number between 1 and 6 and then roll
a number of dice equal to the Villain’s Search
Skill.
If any of the dice rolled the chosen number, the Test
is failed and the Hero has been discovered. For every die
that rolled the chosen number, the Hero must complete a
single Fight Round against the Villain before continuing
on to the next Danger.
If none of the dice rolled the chosen number, the Hero
has successfully passed the Sneak Test and may continue on
to the next Danger.
Note that a Hero only needs to Sneak past a Villain
when they are Pressing On, so if they only complete one
Danger at a time and then Camp Down, they do not need
to Sneak past (it is assumed they are going slow enough to
avoid detection).
Agents of Evil
It is important to note that on the Danger card Agents of
Evil, the Danger’s Test is to Sneak past a Villain. Once this
Danger is overcome (either by passing the Sneak Test or by
completing the Cliffhanger in the next turn), the Villain will
still be at the Adventure and the Hero will need to Sneak past
them again if they wish to Press On, just as though it were
any other Danger.
Fighting a Villain
Unlike normal Enemies, a Fight with a Villain is only
a single Fight Round (not a fight to the finish). The Hero
rolls their Fight Dice at the same time as the Villain rolls
Fight Dice equal to their Combat Skill. The Hits are then
resolved as normal and the Fight is over. Note that if the
Fight occurred because the Hero was attempting to Sneak
past the Villain as described above, it may be multiple Fight
Rounds instead of just one (depending on the Sneak Test
roll). It is still, however, always a fixed number of Rounds
rather than a Fight to the finish.
The Hero gains 1 Glory for each Hit done
to a Villain. Note that this is Hits, not Wounds.
Heroes may NOT Escape from a Fight with a Villain.
A Villain that has Wound Markers equal to or greater than
their Wounds value is KO’d and removed from the board.
Villains Adventuring
In the End Phase of each turn, every Villain currently
on the board will actually get to Adventure and work toward
recovering the Artifact for himself. For each Villain that
is currently at an Artifact Adventure, roll a number of
Adventure Dice equal to that Villain’s Search Skill.
A Villain is -1 Adventure Dice for each
Hero in their Space.
For each roll of 4, 5, or 6, the Villain gets a Success and
places a Danger Marker by their Villain card. For any rolls
of 1, the Villain is hurt in his adventures and immediately
takes a Wound (ignoring Defense).
If a Villain collects Danger Markers equal to the Danger
Value of the Artifact, they have recovered it. Place the
Artifact to one side of the table to show that the Villains
have it in their possession. Villains ignore any Special Text
on an Artifact Adventure card.
A Villain at a Temple will add a Danger Marker to
the Temple and collect a Fortune from it for each Success
rolled, just like a Hero would for overcoming a Danger.
Any Fortune collected should also be placed to one side of
the table to show that the Villains have it.
Any Villain at an Adventure when the Artifact is collected
(either by a Hero or the Villain himself) is removed from
the board.
Villains and Collapsing Temples
If a Villain is in a Space with a Temple when it
Collapses, they do not get to make an Escape Test like a
Hero would. Instead the Villain simply takes D6 Hits and
is removed from the board as normal.
Nazi Villains
Villains that are part of the Nazi Faction have an
additional bonus as they always travel with a group of
soldiers as Bodyguards.
Anytime a Nazi Villain comes into play,
they are always placed on the board with 2 Nazi
Soldier Henchmen Figures as Bodyguards.
These Henchmen Bodyguards do not act like the
normal Nazi Soldier Figures (they do not block Hero
movement and are not fought separately from the Villain).
Instead, the Villain they are with gains +1 Combat and +1
Wound for each Henchmen Bodyguard currently
with them. Also, as long as the Nazi Villain has
one or more Bodyguards with them, the Villain
does not suffer the -1 Adventure Dice for Heroes
in their Space.
When the Villain takes damage, the first
Wounds they take will always be assigned to
the Henchmen Bodyguards first, removing one
Bodyguard for each Wound that gets past the Villain’s
Defense. Any remaining Wounds are placed on the Villain
as normal.
If there is already a Nazi Soldier Figure in the Space
when a Villain is placed there, the Villain will take him
on, converting him over to a third Henchmen Bodyguard.
Any Henchmen Bodyguards still with the Villain when he
is removed from the board are simply returned to the figure
pool. If there are not enough Henchmen figures available,
the Villain will come into play with only 1 or no Bodyguards.
Nazi Gold with a Villain
When drawing a Nazi Enemies card, if Nazi Gold is
drawn followed by a card that brings out a Nazi Villain,
that Villain will be escorting the gold. Because a Fight
with a Villain is not a fight to the finish, this works a bit
differently than normal. If the Hero does more Wounds to
the Villain (including killing off Henchmen Bodyguards)
than the Villain does to the Hero, the Hero gets to steal the
Nazi Gold Fortune. If not, the Fortune is not collected.
21
The Cooperative Game
In the Cooperative Game, all of the Heroes work together to take on a Vile Organization played by the game itself.
The Villains are on the hunt to collect up the powerful, ancient Artifacts they need to conquer the world and only the daring
Heroes can stop them!
Cooperative Set up
Setting up for the Cooperative Game works just like the
normal Competitive Game, with a few additions to it. After
all of the normal Set Up steps have been followed, do the
following steps as well.
Place the Villain Event Deck
Shuffle the Villain Event deck and set it to one side of
the table.
Set Up the Villain Track
Place the Villain Track on the table with the Track
Marker set at 0.
Select the Vile Organization
The players must then decide which Vile Organization
they want to battle. You can either choose between them or
randomly decide. Place the Vile Organization Record Sheet
as well as the Outpost/Tactics Chart near the Villain Track
where everyone can see it.
Place the Initial Outpost
Each Vile Organization has a type of Outpost associated
with it (a secret base or hideout of sorts) and they usually
start the game with one Outpost on the board. This is
described on the Vile Organization’s Record Sheet.
Cooperative Victory
In the Cooperative Game, all of the Heroes are working
together to collect one combined group Fortune total. The
amount of Fortune the Heroes need to collect to win the
game depends on the number of Heroes in play and is
shown on the chart below.
The chart also shows how many Villains the Heroes
will be up against and what the Villains need to get on the
Villain Track for them to conquer the world and defeat the
Heroes.
Players Fortune Villains Villain Track
1
15
2
20
2
20
2
15
Shuffle all of the Villain cards that are part of the chosen
Vile Organization’s Faction (either Nazis or The Mob) and
randomly draw them to be placed in a row, one at a time,
from left to right, near the Vile Organization’s Record Sheet.
These are considered to be the Active Villains. The number
of Villains drawn (either 2 or 3) is shown on the chart below
based on how many Heroes are playing.
3
30
2
15
4
40
2
15
5
45
3
20
6
50
3
20
Place the Villain Figures
7
55
3
20
8
60
3
20
Select and Place the Villains
Take the Figure of the first Active Villain (on the left of
the row) and Deploy it to the board in the same Space as the
Artifact Adventure with the highest Fortune Value. If there
is more than one, place the Figure at the Artifact with the
highest Fortune and the lowest Dangers Value. If still tied,
the Heroes may choose which Artifact to place the Figure at.
Take the Figure of the second Active Villain in the row
and place it on that Villain’s card (he is Ready). If a third
Villain is being used, place its Figure on that Villain’s card
as well, but lying down on its side (he is Delayed).
Shared Fortune
As the Heroes are all working toward a collected
Fortune total, all of the Fortune gained should be placed in
a single, shared pile for the team. Any Hero is allowed to
use or lose Fortune from this Team pile.
One important note is that in the Cooperative
Game, Heroes never have to lose Fortune for
being KO’d.
This prevents the game from running too long, and
prevents one or two Heroes that are down on their luck
from feeling like they are dragging down the team by losing
Fortune when they are KO’d.
Individual Glory
Glory is still awarded and kept individually by each
Hero. In fact, if multiple Heroes are working together
in a Fight, or to overcome Dangers on an Adventure (as
described below), they each get the FULL Glory amount
for any Enemies or Dangers they overcome together.
22
The Game Round
The Cooperative Game Round works just like the
normal Competitive Game Round with the exception that
there is an additional Villain Phase before the End Phase.
1) Initiative Phase
2) Move Phase
3) Adventure Phase
4) Villain Phase
5) End Phase
The Initiative, Move,
and Adventure Phases
The Initiative Phase, Move Phase, and Adventure Phase
work just like in the Competitive Game, with Heroes rolling
for Initiative, taking turns moving, and then taking turns
doing their Adventure Phase. One important difference is
that the Heroes should be planning together to decide who
will go after which Artifacts and which Heroes want to try
and work together to recover an Artifact, or if they should
spread out to cover more ground.
Exchanging Gear and Allies
Any Heroes in the same Space during their Adventure
Phase may exchange Artifacts, Common Items, Gear, and
Allies cards as they see fit. You may NOT exchange Event
cards, City cards, or Glory.
Working Together on an Adventure
When two or more Heroes are at the same Artifact
Adventure, they work together to overcome the Dangers and
Fight off any Enemies. The Heroes draw a single Danger
for all of them and get to choose which Hero is going to
make the Test. If there are multiple Tests that need to be
taken on the Danger, they may choose which Hero does
each of the Tests needed (they can be all done by the same
Hero or split as you see fit).
Escape Tests and Sneak Tests
Any Heroes present that are not the one
taking the current Test are allowed to Exert to
add extra Adventure Dice (even if it is not a
Cliffhanger).
Escape Tests are made individually for each Hero (both
for Enemies and Collapsing Temples). Sneak Tests (to get
past a Villain for instance) work a bit differently in that each
Hero chooses the number they want to sneak through on,
and then the dice are rolled once for everyone. Heroes
may all choose the same number or try to sneak through
individually by choosing different numbers. For each die
that rolls a Hero’s chosen number, that Hero must Fight a
round against the Villain.
If a Test is failed, it is failed for all of the Heroes and
the Danger is flipped to the Cliffhanger. If it is passed,
the Heroes proceed on and may choose to Press On or
Camp Down as normal. It is possible for individual Heroes
to Camp Down while others Press On. Any Heroes that
Camp Down take no further part in the Adventure this turn.
As noted above, when the Heroes collect Glory for
defeating Enemies or overcoming Dangers, each Hero
collects the FULL Glory amount, regardless of who actually
passed the Test. When a group of Heroes recovers an
Artifact, they must decide which of them is going to carry it.
Multiple Heroes in a Fight
If the Heroes find themselves in a Fight with an Enemy,
they must trade off doing individual Fight Rounds with that
Enemy until it is defeated or until they are all KO’d or each
Escape. The Heroes may choose in which order they Fight.
When it comes to a Fight with a Villain, each Hero
must Fight on their own.
Collecting Glory and Recovering Artifacts
Destroying an Outpost
If a Hero destroys one of the Vile Organization’s
Outposts he gains an extra bonus in addition to removing
the Outpost from play. The Hero may choose to either steal
(take) any one Artifact that the Villains have collected or
take any Fortune the Villains currently have as well as to
move the Villain Track Marker D3 steps back from it’s
current position (note the marker may not go below 0).
23
The Villain Phase
The Villain Phase is a new addition for the Cooperative
Game as the Villains play a much larger role. The Villain
Phase has the following steps:
1) Draw Villain Event
2) Outpost/Zeppelin Step
3) Villain Adventure Step
Villain Events
The Villain Event deck is a way for the Villains to gain
bonuses and unleash evil things onto the Heroes. The first
step of each Villain Phase is to draw a Villain Event and
read it aloud.
One Villain Event that there are several copies of in
the deck is called Vile Tactics. This card has the players roll
once on the Vile Organization’s Tactics Chart and work out
the result. The Tactics Chart is a way for the different Vile
Organizations to each have some special and characterful
events that occur when battling them.
Random Villain in Play
Occasionally a Villain Event card will need to select
a Random Villain in Play. When this happens, all of the
cards representing the Villains that are currently in play
should be shuffled up and one should be chosen at Random.
Alternatively (as this can be very disruptive), you may wish
to just assign a number to each of them and roll a die to
randomly select one (for instance, if there are three Villains
in play you would number them aloud 1-2, 3-4, and 5-6 and
then roll a die to see which is selected). Note that ‘in play’
includes all Villains that are on the board as well as those
that are Back at Base (Active Villains in the row near the Vile
Organization’s Record Sheet).
Outposts and the Zeppelin
Each Vile Organization has one or more unique types
of Outpost. Each Outpost usually has a special ability of
some sort that is activated each turn during the Outpost Step
of the Villain Phase. The rules for a Vile Organization’s
Outposts can be found on the back of its Tactics Chart.
The Zeppelin is normally used in the Competitive
Game, moving around the board and dropping off Nazi
Soldiers. In the Cooperative Game the Zeppelin is only
used when you are actually facing off against the Nazis Vile
Organization (and then, it is used as the War Zeppelin). If
the War Zeppelin is in play, it also acts during the Outpost
Step of the Villain Phase. Rules for the War Zeppelin can be
found on the back of the Zeppelin Record Sheet.
24
Villains Adventure
One of the main differences between the Competitive
Game and the Cooperative Game is that the Villains take
a much more active role. During the Villain Phase the
Villains in play will actually be deployed to the board and
actively hunt down Artifacts for themselves.
Villain States
In the Cooperative Game, Active Villains have four
states that they can be in:
Deployed – The Villain figure is on the board at
an Artifact Adventure and searching for that
Artifact.
Ready – The figure is on the Villain’s card and
waiting to be deployed to the board.
Delayed – The figure is on its Villain card, but lying
down on its side to show that the Villain is
not ready.
KO’d – The figure is lying down on its Villain card
and the card itself is flipped upside down to
show that he is currently out of action.
At the start of the game, the first Active Villain in the
row is Deployed to the board; the second is placed on his
Villain card in the Ready position; and, if using a third
Villain, they begin the game Delayed (lying down on their
card).
Villain Actions
During the Villain Adventure Step every turn, each
Villain is allowed to act, starting with the Villain card on the
left of the row and proceeding right.
A Villain takes one action based on its current state
as follows:
KO’d – A Villain that is currently KO’d will flip over
its Villain card to become Delayed.
Delayed – A Villain that is currently Delayed will stand
its figure upright to become Ready.
Ready – A Villain that is currently Ready will be
Deployed to the board at the Artifact with the
highest Fortune Value and with no other Villain
there (just as in the Setting Up section above).
Deployed – A Villain that is already Deployed to the
board will get to Adventure and roll to further
their hunt for the Artifact.
Searching for Artifacts
In the Cooperative Game Villains search for Artifacts in
exactly the same way as described in the Advanced Elements
section earlier. They roll a number of Adventure Dice equal
to their Search Skill (-1 for each Hero in their Space). For
every roll of 4, 5, or 6, they get to take a Danger Marker
(and a Fortune if at a Temple). However, for every roll of 1,
they take a Wound, ignoring Defense.
Any Fortune collected by a Villain is placed
in a pile near the Vile Organization’s Record
Sheet, as are any Artifacts recovered by a Villain.
Temple Treasure pieces count as an Artifact when
collected and will move the Villain Track as such (detailed
below), however, the Artifact/Adventure cards do not remain
and are simply discarded upon collection.
A Villain at a Deep Jungle will need to
Explore to find the Artifact Adventure just like
a Hero would.
Returning to Base
Anytime a Villain figure is
removed from the board, if they
are an Active Villain, the figure
goes Back to Base and is placed
on their Villain card.
If the Villain was removed
because they took Wound markers equal
to or greater than their Wounds value, the
Villain becomes KO’d.
If the Villain was removed because
they recovered an Artifact, they return to Base
in the Ready State.
If the Villain was removed because a
Hero recovered the Artifact (or because
they were at a Temple that Collapsed),
they return to Base in the Delayed
State, lying down.
The Villain Track
The
Villain
Track
represents how much power
the Vile Organization has
gained throughout the game.
It is not a turn track, but rather
only moves when specifically
called on to do so. The Track
Marker starts the game at 0. If
the Track Marker ever reaches
the number needed for the
Villains to win (based on the
number of Heroes playing
and listed on the Victory
Chart), the Villains have acquired enough
power to conquer the globe and immediately win the
game, defeating the Heroes.
The Villain Track moves as follows:
- The Track Marker moves 2 steps forward
whenever the Villains collect an Artifact
- The Track Marker moves 1 step forward for
every full 3 Fortune coins the Villains collect.
This Fortune is then returned to the coin pool.
- Anytime a Henchmen Figure would be placed
in a Space that already has one (or cannot be
placed in a Space because there are no more
models for them available), instead the Track
Marker moves 1 step forward.
- Some other cards and abilities also move the
Track Marker as listed.
The End Phase
The End Phase is a little more streamlined in the
Cooperative Game as
anything
Villain
related happens
instead in the
Villain
Phase.
During
the
End
Phase
you simply need
to Replenish any
Artifacts
that
were
recovered with new ones
and any Hero that was KO’d this
turn recovers by standing their figure
upright.
Winning and Losing
As discussed above, if the Villain Track
Marker ever reaches the number needed for
them to win, the Heroes immediately lose the
game and the world will be consumed in
darkness.
If the Heroes are able to reach their
group Fortune total before then, the
Heroes immediately win! There is no
need for the Heroes to return to any
of their starting Cities; as soon as they
have enough Fortune, the game ends
in victory for the players.
25
The Team Game
The Team Game is a great combination of both the
Competitive and the Cooperative Games, and allows for a
larger number of players without significantly slowing the
game down. To play a Team Game, the players should
get into evenly matched Teams of 2, 3, or 4 players per
Team. Which players are on which Teams can be chosen
or determined randomly (though it is a good idea for
Teammates to sit beside one another at the table to avoid
confusion). It is possible to play a Team Game with an
uneven amount of players, but will require one of the players
to play as 2 Hero characters so that the number of Heroes
can still be evenly split (4, 6, or 8 Heroes).
The Team Game works just like a Competitive Game
except that all of the players on a Team are working together
toward a common Fortune Total and racing against the other
Teams playing. These Teammates may also work together
to Fight Enemies and overcome Dangers while at the same
Artifact Adventure.
Initiative
During the Initiative Phase, all of the players on a
Team should each roll a single die and add them all together
to determine which Team is the ‘First Player’ (note that
individual rolls of 1 will still give that player a free Event
card). In the Team Game, the First Player is really the First
Team. During the Game Round, play starts with the First
Team and proceeds clockwise to each Team in turn.
All of the Heroes on a Team get to move at the same
time during the Move Phase and may choose in what order
to do their Adventures during the Adventure Phase.
Shared Fortune
Just like in a Cooperative Game, all of the Heroes on
a Team have a shared Fortune total and any Teammate
may spend or lose Fortune from this pile. Also like in the
Cooperative Game, Heroes DO NOT need to lose Fortune
when KO’d. Glory is still collected individually as normal
and Heroes working together at an Adventure EACH collect
the full Glory for an Enemy defeated or a Danger overcome.
Winning
To win, a Team needs to collect a combined Fortune
total of 10x the number of Heroes on the Team. So a
Team of 2 Heroes would need to collect 20 Fortune to win;
3 Heroes would need 30 Fortune.
Getting Back to Starting Cities
As in the Competitive Game, once a Team has enough
Fortune to win the game, all of the Heroes on that Team
must be in any of their Starting Cities during an End Phase
to win. It doesn’t matter if you are in your own Starting City
or a Teammate’s Starting City as long as all of the Team’s
Heroes are in a Starting City and the combined Fortune total
is high enough.
26
The Solo Game
To play the Fortune and Glory Solo Game, you must
first decide if you are going to use a single Hero or multiple
Heroes. If multiple Heroes, the game works exactly like
a Cooperative Game with one minor difference; all of the
Heroes share a single hand of Event cards (and any Secret
City cards). If you decide to play with just a single Hero,
you still use the Cooperative Game, but there are a few extra
changes.
Single Hero Solo Game
The biggest change is that there is no longer a roll for
Initiative or an Initiative Phase at all. Instead, anything that
would happen during the Initiative Phase happens at the start
of the Hero’s Move Phase instead (like Readying Activated
cards). Also, the Hero rolls 2 dice for Movement and
chooses which roll to use. Any doubles on the Movement
dice let you draw a Free Event card (as well as triggering
anything else normally triggered on the roll of 1).
The Vile Organization has 2 Villains in play and needs
to reach 20 on the Villain Track to win. The Hero needs to
collect a total of 15 Fortune to defeat the Villains and win the
game. He does NOT need to get back to his Starting City
and does NOT need to lose Fortune when KO’d.
If you want a more challenging game, let the Villains
win if they reach 15 on the Villain Track or require the Hero
to get 20 Fortune to win the game (or if you want a real
challenge, do both).
Optional Rules
The following are a collection of Optional Rules that may be added to the game. Any of these options may
be used as long as ALL players agree before the game begins.
Advanced Nazi Figures
For extra challenge, instead of having the Nazi Soldier
Figures always represent Nazi Soldiers, whenever a Hero
battles a Nazi Soldier Figure, draw a Nazi Enemies card to
see what needs to be fought.
Scaling the Villain Track and
Fortune Totals
Another easy way to adjust the length or difficulty of
the game is to change the amount of Fortune needed for
a Hero or Team of Heroes to win the game. Instead of a
Hero needing 15 Fortune, you can try needing 20 or even
25. This will lessen the effect of random benefits that an
individual Hero might get (like a Secret Delivery or two),
but beware as it will also increase the game length.
You can also adjust the number needed on the Villain
Track for the Villains to win in the Cooperative Game to
make it easier or harder. The track goes up to 30 to allow
for modification like this.
Using a Vile Organization in the
Competitive Game
If you want a very exciting but fairly complex game
you can add a Vile Organization and its Villains to the
Competitive Game. This works just like it would in the
Cooperative Game, but you should use the total number
of Heroes playing to determine on the Victory Chart how
many Villains to use and what the Villain Track needs to
be at for the Vile Organization to win instead of any of the
Heroes. Note that this is a very advanced way to play and
should not be attempted unless EVERYONE playing is very
familiar with the game.
Fixed Movement
Some players prefer to have a fixed movement value
rather than a ‘roll and move’ style of play. If all players agree,
you can use the following adjustment to the Move Phase:
During a Hero’s Move, they now have two options;
they may either take a fixed movement of 4 Spaces (Sea
Space still have a movement cost as listed), OR they may
roll a die for movement and if the roll is 1 or 2, they get a
Free Event card. Note that they must choose which to do
before rolling the die. Another element of this system is that
while in a Cliffhanger, the Hero is NOT allowed to move at
all and so may not roll to see if they get an Event on a 1 like
they could in the normal movement system.
27
FAQ and Clarifications
Q) Do you still get the bonus +1 Fortune for selling an
Artifact in a Major City when you sell it at Auction?
A)Yes.
Q) Do you still get the bonus +1 Fortune for selling a
Temple Treasure in a Major City?
A) Yes.
Q) Is there a Suez Canal or Panama Canal?
A) No. These are not represented on the board. Canals
are assumed to slow you down enough that moving onto
the land and off the other side represents this time taken.
Q) Does the Forbidden Sea Space connect to the Cape
Town City Space?
A) Yes.
Q) Are Greece and Persia connected on the board?
A) No. These are different Spaces that are separated
by the Mediterranean Sea Space.
Q)The card Malaria plays on a Hero at a Jungle
Space. Does this include a Deep Jungle Space?
A) Yes.
Q) Can you play an Event card that targets a Hero in
a Space with a certain Terrain Icon during their movement?
A) Yes. These cards may be played any time, including
during a Hero’s movement as they pass through a Space.
Q) Can a Skill or Movement ever fall below 1?
A)
No. It is assumed that a Skill or Movement
allowance is always at least 1. You must still have enough
Movement to enter a Sea Space though.
Q) How does the ‘of Time’ Adventure work with a
Temple?
A) The Special Text of this card only applies to nonTemple Artifacts.
Q) What happens if a Remains in Play Villain Event
card (like Forbidden Knowledge) is played on a non-Active
Villain and that Villain then leaves play?
A) If a Remains in Play card is on a Villain that
subsequently leaves play, the card should be kept aside with
the figure for that Villain. In this way, if that Villain comes
back into play at a later time, they still have the Remains in
Play card on them.
Q) With the Nazi Tactics Chart result Occupation, does
it include Nazi Soldier figures that are currently being used
as Henchmen Bodyguards for a Villain?
A) Yes.
Q) If there are not enough Nazi Soldier figures
available and a Nazi Villain comes into play with fewer than
the normal 2 Bodyguards, does this move the Villain Track?
A) No. They just get fewer Bodyguards.
Q) If a Villain is added by a card to an Adventure in a
Deep Jungle, do they have to roll to find it?
A) No. It is assumed they already found it.
28
Q) If a Temple Collapses, do you get or lose the Glory
for Dangers Overcome this turn?
A) You immediately get any Glory for Dangers that
you have overcome this turn. unless it Collapsed due to
failing a Danger and going to Cliffhanger - then the Glory
is lost as normal.
Q) When a Villain is being Deployed to an Artifact
with the highest Fortune Value does it use the current
Fortune still on a Temple? What about Bonus Fortune for
a Deep Jungle?
A) Always use the Fortune Value actually printed on
the card (do not include any bonuses, etc).
Q) With Jacques Moreau’s Black Market ability, can this
reduce the cost of a Common Item like the Map to 0?
A) No. The cost of a Common Item can never fall
below 1.
Q) What happens if there is a Mobster Thug figure in
a City and the Nazis try to place an Occupation marker on
that City?
A) The Occupation marker is not placed in that City.
It is assumed that the Mob protects their turf from the Nazis.
Q) Can The President Ally cancel a Villain Event?
A) No. Only regular Events. A card that cancels
Villain Events will always say so in its card text.
Q) With Adventures that require you to Fight an
Enemy before collecting the Artifact, when do you collect
the Glory for Dangers overcome this turn?
A) The Glory is collected for the Dangers before
Fighting the Enemy.
Q) What happens if you defeat the Enemy in the same
Fight Round that you are KO’d? Do you still recover the
Artifact?
A) Yes. You must however, then roll to see if you lose
the Artifact for being KO’d with it.
Q) What happens if, when Sneaking aboard the
Zeppelin/War Zeppelin, you defeat the last Nazi Soldiers that
discover you in the same Fight Round that you are KO’d?
Do you still get to steal Fortune/destroy the War Zeppelin?
A) Yes.
Q) When moving along with another Hero that has
the Adventure Plane Common Item, does this count as your
Move for the turn?
A) No. It is a free bonus movement that can happen
before or after your own normal Move - you just have to be
in the same Space when the Hero with the Adventure Plane
does their Move.
Q) If a 1 is rolled when ‘rolling off’ for Initiative, do
you get a free Event card?
A)
No. The free Event is only if your original
Initiative roll is a 1.
Hero Profiles
Jake Zane - Flying Ace
A dashing stunt pilot, Jake Zane
flys the airshow circuit all up and
down the West Coast of the U.S. As a
‘Red-blooded American’ through and
through, Jake prefers to lead with his
fists and jump in to any situation feet
first. He often finds himself in over his
head, but takes great joy in fighting his
way out with a bare-knuckle brawl and a
smile. Jake lives life by the seat of his pants, both in the
air and on the ground, and he fancies himself a lady’s
man (though most ladies seem to disagree with a slap).
Duke Dudley - British Lord
A wealthy British Lord and
international playboy, Duke Dudley of
the house of Dud has lead a carefree
life, wanting for nothing. Coming from
a long line of military men, his father
was killed in the Great War against the
Kaiser when the Duke was only a boy,
leaving him a substantial fortune as well
as a hatred for the German military. Now,
as the Nazis grow in power, Duke Dudley has taken it
upon himself to foil their efforts for world domination.
If the Crown won’t take a stand against tyranny, the
Duke will!
Dr. Zhukov - Master of Science
One of the greatest scientific minds
of the day, Doctor Gregor Zhukov
loves little more than to push the
boundaries of super science and reason.
Preferring to avoid getting caught up in
the politics of the state, Dr. Zhukov has
used the money granted to him by the
Russian government to fund research on
his fantastical experiments and expeditions to
collect data on ancient technology rather than produce
the weapons of war which the money was meant for.
So far, they haven’t noticed...yet.
Jacques Moreau - Tomb Robber
A thief and a scoundrel, Jacques
has lived his life with a singular focus
on collecting wealth. Sadly, to date,
this has gained him little more than a
missing eye and a growing bitterness.
Throughout his travels, he has
developed a network of black market
contacts and a thirst for vengeance on
the man who took his eye. He has also
come to realize that although he may not always be
on the right side of the law, he enjoys his freedoms
and will stand up to fight back the spread of darkness.
Li Mei Chen - Night Club Singer
At home in the smokey, back alley
night clubs of Shanghai and Hong
Kong, Li Mei Chen woos the crowds
with her sultry voice and seductive
sway. Trained from birth in the martial
arts, she is a sworn protector of her
people as part of a secret order known
as the Silent Dragon. As the world falls
into turmoil, Li Mei Chen knows that the
time to act is now. Dark forces spread across the globe,
seeking out the mystic artifacts of the ancient world to
harness their power and conquer all of mankind...they
must be stopped.
Sharon Hunter - Daring Photographer
Hailing from the ‘big city’, Sharon
Hunter has set out from New York
to photograph the exotic parts of
the world unkown. With a spirit of
adventure and an artful eye, she is
tenacious in her quest to capture the
‘Great American Tale’ and to find her
own sense of heroics. But, she may have
gotten more than she bargained for as she
comes to realize that there is real evil in the world and a
need for real Heroes to stand against the darkness.
Shelly Hargrove - Race Car Driver
A race car driver by trade, Shelly
Hargrove lives a fast life. The rush of
competition and the thrill of the chase
carries over into everything she does
and in a man’s world, she can stand toe
to toe with the best of them. Though
young and small of size, Shelly makes up
for it with her spunky attitude and carefree
willingness to dive head long into danger. In
her mind, if you’re not moments from death, you’re
not truly alive.
Alexander Cartwright - Reclusive Novelist
Always in the wrong place at the
wrong time, Alexander Cartwright
hoped to stay out of trouble for a
while, secluded in the foothills of
South America to quietly write about
his adventures. But as the growing
shadow of the Nazis falls across the
world, and onto his very doorstep, it has
become clear that he can no longer just sit
by idle. Trouble, it seems, always has a way of finding
him, and he has never been the kind of man to stay in
one place for too long.
29
Glossary of Terms
Fortune – The victory resource of the game represented
by the Gold coins.
Instability Marker – Marker placed on a Temple to track
Glory – The spending resource of the game represented
Enemy – A common opponent run by the game.
by the Crystal Blue coins.
its probability of Collapse.
Villain – An evil character opponent run by the game.
Fight Dice – The dice rolled to Hit an opponent in a
Fight, usually needing 4, 5, or 6 each to Hit.
Henchmen – The standard Enemy type for a Vile
Organization, usually represented by an Enemy figure.
Adventure Dice – The dice rolled during a Skill Test.
Artifact Adventure – The combo of an Artifact and
This is also the name for dice rolled by a Villain when
hunting for an Artifact.
Sneak Test – Any Test with Keyword Sneak, or a Test to
Adventure card, located on the board by a skull marker.
Danger – A perilous situation a Hero must overcome.
get past a Villain without being discovered.
Cliffhanger – The result of failing at a Danger.
Escape – A Test to get away from an Enemy or to get
Danger Marker – Markers used to track the number of
Dangers overcome so far while hunting an Artifact.
out of a Collapsing Temple.
Temple – A type of Artifact where Fortune is collected
Major City – Large City Spaces with a gold border.
incrementally rather than only by recovering and selling it.
Minor City – Smaller City Spaces with a silver border.
Temple Treasure – The Temple figure collected with the
last Fortune in a Temple. Counts as an Artifact in every
way and has a Fortune Value of 3.
Gear – A card with Keyword Gear that upgrades a Hero.
Allies - A card with Keyword Ally that upgrades the Hero.
Item – Any Gear or Ally.
Defense – Number of Hits prevented per attack.
Wounds – Number of Wound Markers before KO’d.
Loyalty – An Ally’s Skill that shows how likely they are to
betray you. The higher the number the more loyal.
Sidekick – A powerful type of Ally that is limited to 1 per
Hero.
Immobile – An Ally that is not considered to be ‘with the
Hero’. Located in the listed City. Does still count toward a
Hero’s carrying limit.
Activate – One use per turn ability of a card. Flip or
rotate to show the ability has been used this turn.
Fully Heal – Remove all Wound markers.
Ready – Returning an Activated card to be ready for use.
First Player – Goes first in the Move Phase and the
Adventure Phase.
Active Villains – The 2 or 3 Villains (depending on
the number of players) that are actively in play for the
entire game during Cooperative or Solo play. Active
Villains have their cards placed in a row near the Vile
Organization’s Record Sheet.
Back at Base – An Active Villain that is not currently on
the board (they are usually placed on their Villain card to
show that they are Back at Base).
30
Credits
Game Design - Jason C. Hill
Graphic Design and Layout - Jack Scott Hill
Music Composition - Mary Beth Magallanes
Photography - Jack Scott Hill
Post Production Artwork - Jason C. Hill
Jack Scott Hill
Game Board Illustration - Matthew Morgaine
Rules - Jason C. Hill
Miniature Concept Art - Christine Bian
Miniature Sculpts - Gael Goumon
Playtesters - Mary Beth Magallanes,
Jeremy Hill, Joel Flamme, Chris
Kemnow, Joe Fiala, Michelle Sanchez,
Matt Auen, Joel Hills, Liz Spain, Austin
Lamb, Matt
Spain, Matthew
Dudley, Lora
Nelson, and
many others.
Cast Heroes:
Jake Zane Christopher Craig
Li Mei Chen C.C. Taska
Duke Dudley - Matthew Dudley
Sharon Hunter - Lora Nelson
Alexander Cartwright - Matthew Morgaine
Jacques Moreau - Brandon McCurry
Dr. Zhukov - Joel McCone
Shelly Hargrove - Jaime Soule
Villains:
Herr Teufel - Merric Shank
Tresa - Alysia Roe
Colonel Stahl - Joe Fiala
Franco Fedicci - Dominic
Sodano
Vanessa Love - Heidi Costello
‘Icebox’ Eddie - Brad Lansford
The Inquisitor, Master of the
Order - Jack W. Hill Jr.
Contact Info / Web Info
W W W. F L Y I N G F R O G . N E T
Allies and Enemies:
Allison - Caryn Dudley
Reggie - Hideki Saito
Baxter - As Himself
Sam - Travis Guadan
Butler - Austin Lamb
Damsel - Liz Spain
Professor - Josh Lytle
Ship Captain - Jack W. Hill Jr.
Pilot - Todd Harry
Mechanic - Andrew Brown
Driver - Brother Chris Magallanes
Friend of the ‘Family’ - Ron Butcher
Nazis,
Mobsters, and other
Enemies Jeremy Hill, Bill Gross,
Wayne Knerr, Chris
Kemnow, Brad Lansford, Jason
C. Hill, Austin Lamb, Joel Hills
Hair & Make-up - Tiffanie Overstreet,
Sugar Belle, Mary Beth Magallanes, Jaime
Soule
Special Thanks Jack and Rosa Hill, Baxter, Brian J.
Underhill, Thomas Coonradt, Christine
Bian, Gael Goumon, Jeremy Hill, Josh
Lytle, Todd Harry, Matthew Dudley,
Lora Nelson, Liz Spain, Austin Lamb,
Matt Spain, Chris Kemnow, Matthew
Morgaine, Joel Flamme, Joe Fiala,
Michelle Sanchez, Joel Hills, Christopher
Shull, James Youngman, Matt Auen, John
Corpening, Patrick Meehan, Anne Marie
Henderson, Kelli Zmiarovich, Christina
Lyon, J.C. Conners, Dan McAuliffe, A
Masquerade Costumes, BoardGameGeek.
com, TheZombieGame.com, and all
of the fans who have helped support
Flying Frog over the years.
Fortune and Glory®, The
Cliffhanger Game, Copyright ©20012011 Flying Frog Productions, LLC.
All Rights Reserved. First Edition
2011. Manufactured in China.
Beware the Cult of the Spider Queen!
31
Buying Gear and Allies
Gear and Allies cards cost 5 Glory each, and may
be purchased while in a City.
Carrying Limit
A Hero may carry up to 3 Gear and 3 Allies at a
time. All of the Common Items in the main game are
Gear. There is no limit to Artifacts or Events carried.
Legend of Icons
Sidekick
Jungle
Relic
Immobile
Mountain
Weapon
Animal
Desert
Armor
Ice
Temple
Sea
Myth
Port City
Fate
Deep
Jungle
Magik
Cooperative Game Villains
Villain States
In the Cooperative Game, Active Villains have four states
that they can be in:
Deployed – The Villain figure is on the board at
an Artifact Adventure and searching for that
Artifact.
Ready – The figure is on the Villain’s card and waiting
to be deployed to the board.
Gun
Fire
Explosive
Success
Death
Delayed – The figure is on its Villain card, but lying
down on its side to show that the Villain is
not ready.
Fortune
KO’d – The figure is lying down on its Villain card
and the card itself is flipped upside down to
show that he is currently out of action.
Dangers
Secret
Villain Actions
Delayed – A Villain that is currently Delayed will stand
its figure upright to become Ready.
Ready – A Villain that is currently Ready will be
Deployed to the board at the Artifact with the
highest Fortune Value and with no other Villain
there (just as in the Setting Up section).
Deployed – A Villain that is already Deployed to the
board will get to Adventure and roll to further
their hunt for the Artifact.
The Villain Track moves as follows:
- The Track Marker moves 2 steps forward
whenever the Villains collect an Artifact
- The Track Marker moves 1 step forward for
every full 3 Fortune coins the Villains collect.
This Fortune is then returned to the coin pool.
- Anytime a Henchmen Figure would be placed
in a Space that already has one (or cannot be
placed in a Space because there are no more
models for them available), instead the Track
Marker moves 1 step forward.
- Some other cards and abilities also move the
Track Marker as listed.
Shuffle
Cliffhanger
During the Villain Phase a Villain takes one action
based on its current state as follows:
KO’d – A Villain that is currently KO’d will flip over its
Villain card to become Delayed.
Cooperative / Solo
Victory Chart
Players Fortune Villains Villain Track
1
15
2
20
2
20
2
15
3
30
2
15
4
40
2
15
5
45
3
20
6
50
3
20
7
55
3
20
8
60
3
20
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