RulesPal
Chat
Rulebook
Do Not Forsake Me (Oh My Darling) thumbnail

Do Not Forsake Me (Oh My Darling)

Do Not Forsake Me (Oh My Darling) Rulebook

Table of Contents

Table of Contents

  • Setup
  • Combat
    • Combat Damage
  • Ship Systems
  • Turn Order
  • Movement
  • Station Re-Equip
  • Repairs in Space
  • Events
  • Bounty
  • Megacredits
  • Card Reference
  • Bounty Cards

Setup

RSF the Map Cards and place them in a column in front you.

Place the other side of this card on top of the bottommost Map Card, aligning the ship icon on top of the bottom lefthand quadrant (black triangle).

Place the 4 Ship Resource Cards on the Ship Status Card with the yellow numbers rotated to the card's center; these are your Starting Resource Values [SRV4].

Place the Event Card on top of your Megacredits Card so that the starting value of '5' is marked.

Lastly, RSF the Dice Cards and set them next to the Event/Megacredits cards.

Main game rules are on cards numbered 1-5.

RSF - rotate/shuffle/flip. Take the required deck of cards (Dice or Map) and rotate the top half 180°, shuffle all the cards, and flip the bottom half over. Always draw cards from the bottom of the deck.

Setup diagram: the diagram on panel 2 shows the Ship Status Card with the four Ship Resource Cards (Crew, Wave Motion Cannon, Fusioncasting, NavComm) placed with their yellow starting values, the Megacredits and Event cards, the Dice Cards, and the Map Cards in a column with the Ship card on the bottommost Map Card.

Combat

Set aside the drawn Dice Card listing the Bounty and RSF the remaining 5 Dice Cards. Draw 3 cards and arrange the dice values in the upper left in order from lowest to highest. Reference your current Wave Motion Cannon resource [WMC] for the dice to use to calculate your Combat Value [CV]. White dice positions are added together. Black dice positions are ignored.

Example Dice Card draws: a one-pip die, a five-pip die and a six-pip die.

Wave Motion Cannon resource (3): one black position and two white positions.

Combat Value: a two-pip die and a six-pip die = 10.

Fusioncasting can add to your total or allow you to draw one or more extra dice values. Once you have determined your [CV], RSF the same 5 Dice Cards again and determine your Bounty's [CV] in the same manner, drawing either 3 or 4 Dice Cards as listed (Your Wave Motion Cannon Resource, when beginning combat, will determine the number of dice to draw for the complete Combat Phase).

Compare scores. If your [CV] is ≥ the Bounty's [CV] you have captured the Bounty and may claim the listed Megacredit Value, adding it to your total. If your [CV] is < the Bounty's [CV] you have sustained Combat Damage.

Combat Damage

If you sustain damage in combat, RSF the Dice Cards and draw one card. The icons in the upper right corner will determine which ship systems lose a resources. If the Crew Icon is shown, draw one additional Dice Card and consult your Crew Card to determine if a crew member is lost. For any losses, rotate the matching ship system card value down one counterclockwise. Resources can never go below 1 with the exception of your Crew. Lose all your Crewmembers and you have lost the game.

After you have recorded damage you may attempt another Combat Round against your Bounty or you may flee and begin a new turn.

Ship Systems

There are four main Ship System Cards. Each has an Starting Resource Value, or [SRV], as indicated in yellow on the cards. Each ship system also has a representative icon referenced during Events and Combat Damage.

  • Crew [SRV8] (person icon)
  • Wave Motion Cannon [SRV2] (bar-chart icon)
  • Fusioncasting Engines [SRV4] (gear icon)
  • NavComm [SRV4] (three-segment icon)

Rotate cards counter clockwise as your ship sustains damage during Events and Combat due to resource loss. Crew is the only Starting Resource Value that can go below 1.

You may rotate the cards clockwise, gaining resources, if you purchase repairs and upgrades at one of the spacestations throughout the quadrants or make repairs after the Movement Phase. You can never, however, gain additional Crew.

Turn Order

Each turn is broken down into the following phases:

  1. Movement [See (4)] a. Station Re-Equip b. Repairs in Space
  2. Event [See (4)] a. NavComm for [ED] b. Bounty
    1. Evade - NavComm for [DL]
    2. Combat
  3. Combat [See (5)] a. Your [CV] vs. Bounty [CV] b. Combat Damage c. Flee or New Combat Turn

Movement

Your ship moves clockwise a minimum of 1 and maximum of 4 Quadrants during a turn.

Station Re-Equip

Any quadrant with a spacestation icon is a spacestation. You may dock here and purchase upgrades to your ship systems at the exchange rates listed on the other side of this card. You may purchase as many upgrades as you can afford, paying the Megacredit exchange.

Repairs and upgrades may be made at any spacestation at the following Megacredit exchange:

  • Fusioncasting Engines - 5 MC per 90° rotation
  • NavComm - 4 MC per 90° rotation
  • Wave Motion Cannon - 3 MC per 90° rotation

Repairs in Space

Repairs can be made to ship systems up to their [SRV] for a Megacredit exchange depending upon number of [1|2|3|4] quadrants travelled.

Repairs in Space exchange, per 90° rotation:

Ship system1 quadrant2 quadrants3 quadrants4 quadrants
Fusioncasting Engines9 MC8 MC7 MC6 MC
NavComm8 MC7 MC6 MC5 MC
Wave Motion Cannon7 MC6 MC5 MC4 MC

Events

Events occur randomly after your ship's movement is completed. RSF and draw one Dice Card for each Quadrant you have moved. Add the listed dice values shown in the upper left hand corner (NavComm icon) and find the listed Event on the other side of this card. Consult your current NavComm resource dice and RSF the number of Dice Cards as listed, adding together the total values in the upper left of the cards. If your total is ≥ the Event Detection [ED] you can avoid the Event. If the total is <[ED] follow the listed Event instructions.

Event table:

  • [ED0-1] No Threats Detected
  • [ED2] Meteor Storm - RSF 1 Dice Card: if ≤2 = 1 damage (NavComm icon)
  • [ED3-4] Solar Flare - RSF 1 Dice Card: if ≤2 = 1 damage (Fusioncasting icon)
  • [ED5-7] Pulsar - RSF 1 Dice Card: if ≤3 = 1 damage (Fusioncasting icon)
  • [ED8-10] Space Madness - RSF 1 Dice Card for Ship System damage
  • [ED11-12] Claim Jump - RSF 1 Dice Card: if ≤3 = 1 damage (Wave Motion Cannon icon)
  • [ED13-14] Your Haunted Past - RSF 2 Dice Cards for possible Ship System damage
  • [ED15] Crew Mutiny - RSF 1 Dice Card: if ≤4 = 1 damage (NavComm, Fusioncasting and Wave Motion Cannon icons)
  • [ED16] Counterplot - 1 Additional Bounty Detected, Evade/Combat each separately

Bounty

If you are not docked at a spacestation, RSF one Dice Card. You may now decide whether to Evade or Combat the Bounty. If you choose Evade, consult your current NavComm resource dice and RSF from the remaining number of Dice Cards as listed, adding together the total values in the upper left of the cards. If your total is ≥ the Bounty's listed Detection Level [DL] you may safely Evade the Bounty. If Evade is not successful, or you choose Combat, see (5).

Megacredits

Megacredits [MC] are earned when you successfully capture a known fugitive and collect the bounty as listed on the Dice Card.

Earn 30 Megacredits to win the game.

Megacredits can also be used to purchase upgrades to your ship when docked at a spacestation or when doing repairs in space. [See (4)]

The Megacredits card lists the values 1 through 30 in a grid; the Event Card is placed on it with the starting value of 5 marked.

Card Reference

Crew: If the Crew icon is drawn as the result of Combat Damage, RSF and draw one Dice Card. If the card shows a die symbol or a die symbol, rotate this card counterclockwise down one crew member. Lose all 8 crewmembers, lose the game.

Fusioncasting: Maneuver during Combat by modifying your total Combat Value [CV]. Modifiers will either be +/- or will add one or more extra dice values. For dice values, draw extra Dice Cards (if shown on your current resource level) and arrange them left to right from lowest to highest value, then discard the leftmost (lowest value) card(s) until you have 3 cards remaining.

Wave Motion Cannon: During Combat, RSF and draw three Dice Cards. Arrange them in order lowest to highest. Consult your cannon's current resource status to see which dice you will add for your Combat Value [CV]. See COMBAT rules on the other side of this card.

NavComm: Use your NavComm resource dice for [ED]/[DL] checks. RSF the number of Dice Cards as listed, adding together the total values in the upper left of the cards. If your total is ≥ the Event or Bounty encounter may be avoided.

Bounty Cards

Each Bounty card shows its name, a subtitle, its Detection Level [DL], and two Wave Motion Cannon [WMC] conditions. For each condition, the Attack line shows the dice positions: W = white position (added to the Combat Value), B = black position (ignored). Bounty Value is the Megacredit reward for capturing the Bounty.

BountySubtitleDLWMC conditionAttack (dice positions)Bounty Value
The OpuchiniRenegade Star Cruiser6WMC ≤3W W B3
The OpuchiniRenegade Star Cruiser6WMC =4B W W B7
The NarnBlackguard Pirates4WMC =1W W B3
The NarnBlackguard Pirates4WMC ≥2W B W5
Captain TechstarOn the wrong side of the Revolution12WMC =1W W W6
Captain TechstarOn the wrong side of the Revolution12WMC ≥2W W W W9
Mad TomButcher of the Bright People9WMC =1B W W3
Mad TomButcher of the Bright People9WMC ≥2W B B W4
Cassandra NixGreen Skinned Beguiler7WMC ≤3W B W4
Cassandra NixGreen Skinned Beguiler7WMC =4W B B W5
They of the OhnStar Traders / Double Dealers10WMC =1W W B W4
They of the OhnStar Traders / Double Dealers10WMC ≥2B W W W5
MagdelanaEmpress of the Prison Planet7WMC ≤2B W W6
MagdelanaEmpress of the Prison Planet7WMC ≥3B W W W7
Semyon BlackThe Quiet10WMC ≤3B W W4
Semyon BlackThe Quiet10WMC =4B W W W6
The Kw'ch'Insectoid Assassins8WMC ≤2B W W B6
The Kw'ch'Insectoid Assassins8WMC ≥3B W W W8
Valeria CrossGhost Ship of the Rim13WMC ≤2B W W4
Valeria CrossGhost Ship of the Rim13WMC ≥3B W W W7
Nine ShenRogue AI Hivemind9WMC ≤3B W W3
Nine ShenRogue AI Hivemind9WMC =4B W W W6
The VorhhWretched Thieves6WMC ≤2B W W2
The VorhhWretched Thieves6WMC ≥3W B W W5