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Neverland's Legacy

Neverland's Legacy Rulebook

Table of Contents

Table of Contents

  • Components
  • Introduction
    • Solo Play
    • Common Rules
    • Double-Sided Components
  • Playing as the Lost Allies
    • Lost Ally Objectives
  • Playing as the Pirates
    • Pirate Objectives
  • Setup
  • The Play Area
    • Rowboat
  • Characters
    • Despair and Stones of Chance
    • Wounds
    • Destiny
  • Threats
  • Enemies
  • Named Enemies
  • Search Tokens & Deck
  • Coins
  • Hostages
  • Rules of Play
  • Character Turns
  • 1) Morale Check
  • 2) Perform Actions
    • Fifth Action
    • Free Actions
    • Lost Ally Actions
    • Pirate Actions
  • 3) Draw A Threat Card
    • Changing the Threat Colour
    • 3a) Resolve Effect
    • 3b) Activate Enemies
    • 3c) Activate Named Enemies
    • 3d) Discover new Threats
  • Enemy Priorities
    • Lost Allies – Enemy Abilities and Priority
    • Pirates – Enemy Abilities and Priority
  • Gameplay & Threat Example
  • Suffering Wounds
  • Fallen Characters
  • Gaining Despair
  • Controlling Locations
    • On the Jolly Roger
    • On Neverland
  • Search Cards
  • Carrying Hostages
  • Using the Rowboat
  • Threat Reference
  • Frequently Asked Questions
  • Important Terms
  • Turn Sequence

Components

Misc. Components

  • Rule Book
  • Standee Bases (Plastic) x6
  • Coins (Metal) x6
  • Stones of Chance (Dice) x4
  • Cards (112)
    • Lost Ally Search Cards x38
    • Lost Ally Threat Cards x16
    • Pirate Search Cards x38
    • Pirate Threat Cards x16
    • Action Reference x4
  • Large Cards (8)
  • Character/Enemy Sheets x8

Punchboard

  • Jolly Roger Deck / Neverland Island x3
  • Small Jolly Roger / Small Neverland x1
  • Rowboat x1
  • Character Standees x8
  • Destiny x4
  • Wound x16
  • Despair x16
  • Search x16
  • Hostages x4 (John, Michael, 2 Twins)
  • Brute Enemy x8
  • Raider Enemy x8
  • Sniper Enemy x8
  • Lost Ally Enemy x8
  • Native Enemy x8
  • Fairy Enemy x8

Introduction

In each game of Neverland's Legacy, you play as either the Lost Allies rescuing Hostages from the Jolly Roger, or as the Pirates, raiding Neverland to capture Hostages. Choose a scenario, and read through this entire rule book to prepare for your adventure.

For your first game, we recommend playing as the Lost Allies.

Solo Play

Neverland's Legacy can be played with 1 player. All of the rules are the same with the following exception: Set up the game for 2 players, but play as two Characters.

Common Rules

Both scenarios share some common rules. In this book, the headings for each rule section are marked with a Lost Allies leaf, or Pirate Skull and Crossbones, or both, so that you can quickly tell which rules apply to which scenario.

Double-Sided Components

Most of the tokens such as Wounds, Despair, and Destiny are used in both scenarios. However, many of the other components in Neverland's Legacy are double-sided or have two versions: one for playing as the Lost Allies and one for playing as the Pirates. Each Character's Sheet has a playable version on one side, and an Enemy version on the reverse. Each faction also has its own unique Search and Threat Decks.

For each scenario, all of the components also share a common border style.

  • When playing as the Lost Allies, all of the Character Sheets and Decks have a night time wood and metal appearance to match the Ship.
  • When playing as the Pirates, all of the Character Sheets and Decks have a daytime Jungle appearance to match the Neverland Islands.

Playing as the Lost Allies

The players each control one of the Lost Allies, and must work together to Rescue Wendy's siblings (John and Michael Darling) and the Twins from the Pirate ship. On their turns, Characters move around the ship, battle Pirates, and search Locations for Hostages and Pirate loot. At the end of each Character's turn, a Threat Card is drawn to determine which Pirates react, and where new Pirates and search opportunities appear on the ship.

Lost Ally Objectives

Players must complete both of the following two objectives to win the game:

  • Find and Rescue all of the Hostages (John Darling, Michael Darling, and the Twins).
  • Defeat Captain Hook.

Players lose immediately if any of the following occur before both objectives are complete:

  • The Search Deck is empty.
  • A Hostage is killed.
  • All Characters have Fallen.
  • A third Named Enemy would be placed.

Playing as the Pirates

The players each control a member of the Pirate crew, and must work together to locate and capture Wendy's siblings (John and Michael Darling) and the Twins, then return them to the Jolly Roger using the Rowboat. On their turns, Characters move around Neverland, battle Lost Allies, gain Pirate loot, and capture their targets. At the end of each Character's turn, a Threat Card is drawn to determine which Enemies react, and where new Enemies and Search opportunities appear on the Island.

Pirate Objectives

Players must complete both of the following two objectives to win the game:

  • All of the Hostages (John Darling, Michael Darling, and the Twins), are found, captured, and delivered to the Jolly Roger.
  • Peter Pan is defeated.

Players lose immediately if any of the following occur before both objectives are complete:

  • The Search Deck is empty.
  • A Hostage is Rescued by a Fairy.
  • All Characters have Fallen.
  • A third Named Enemy would be placed.

Setup

  1. Choose Scenario - Choose to play as the Lost Allies or as the Pirates.

  2. Place Game Boards (Lost Allies layout shown; see the Pirate layout on page 8). Place the 4 boards in the middle of the table, arranged as shown. If playing as the Lost Allies, the smallest board uses the Neverland side, and the other three boards use the Jolly Roger side (use the opposite sides when playing as the Pirates).

    • a. Place the Rowboat beside the Jolly Roger If playing as the Pirates.
  3. Place Tokens & Stones of Chance in the Supply. Place the Stones of Chance, Wounds, Despair, Coins, Search, and Hostage tokens in piles within reach as the Supply. Separate out the set of Brute/Raider/Sniper Pirate Enemy tokens. Return the other Enemies to the box (they are used if playing as the Pirates).

  4. Prepare Threat Deck & Discover Starting Enemies.

    • a. Each scenario has its own Threat Deck. Return the unused one to the box.
    • b. Remove the Named Enemy Threat Card, then shuffle the other Threats.
    • c. Draw 4 Cards, placing the Enemy and Search tokens on the board where shown.
    • d. Shuffle the Named Enemy Card into the remaining Threat Cards, and place this Deck beside the play area.
  5. Prepare Named Enemies. Set aside Captain Hook's Enemy Sheet and Standee (Hook will not be placed by Threat Cards). Place the other Named Enemies within reach. When playing as the Pirates, perform these steps for Peter Pan instead.

The page 7 diagram is titled "This diagram shows the Lost Allies scenario setup." It shows the Neverland board (step 2), the Jolly Roger decks with Search and Enemy tokens placed (step 3 and 4), the Threat cards (step 4c and 4d), the 4-Card, Third Pile with Hostages, and 8-Card Search Deck stacks (step 6), and the Character and Named Enemy sheets (steps 5 and 7).

The Play Area

The play area is comprised of four boards of different sizes. The smallest board (Neverland/Jolly Roger), is the starting location for the Characters. When playing as the Lost Allies, the three larger boards are Decks of the Jolly Roger, which Characters move between using the Stairs. When playing as the Pirates, the three larger boards are Islands of Neverland, and Characters move between Shores using the Rowboat.

The page 8 diagrams show the Lost Allies play area and the Pirates play area.

Rowboat

When playing as the Pirates, Characters must use the Rowboat to move between Shore Locations on Neverland and to/from the Jolly Roger. The Rowboat is also required to move Pirates carrying Hostages to the Jolly Roger.

When the Rowboat moves from a Shore, any Pirates in that Location may also come along for the ride, allowing them to coordinate movement even when it isn't their turn.

The Rowboat token is placed on a Shore Location. The Rowboat can only move between these.

Characters

Each Character is represented by a Sheet and a matching standee. The Character Sheet is used to track your Destiny, Wounds, and Despair. Through the Destiny Slot (1), Wound Slots (2), and Despair Slots (3). Each Character Sheet also has a unique special ability (4).

The back of each Character Sheet is referred to as the Enemy Sheet, and is used when a "Named Enemy" Threat Card is drawn, to control what those Enemies do.

Despair and Stones of Chance

As Characters begin to realize the grim odds they face, their behavior becomes more erratic. At the start of a Character's turn, they must make a Morale Check by rolling a Stone of Chance for each Despair token on their Character Sheet (maximum 4 Despair). The result of the roll determines which Actions they must perform that turn, if possible – whether those Actions are useful or not!

Wounds

When your Character is dealt a Wound, place a Wound token on one of your Wound Slots (the crosses at the bottom of the Character Sheet). Each Wound suffered also causes you to gain Despair. If you cannot place a Wound token because there are no empty Wound Slots, your Character has Fallen, and must be Rescued by an Ally.

Destiny

Each Character begins the game with a Destiny token. These can be spent to perform an extra Action on your turn, or to change the effective colour of a Threat Card. Either way, Destiny helps mitigate bad situations that result from Threat draws and Enemy Activations.

Threats

At the end of each Character's turn, they must draw a Threat Card to see which Enemies react to their Actions. Threat Cards have several functions: First, some Threats have effects (1). Second, all Threats cause all Enemies of the matching colour (Blue/Red/Yellow) in play to Activate (2). Then, they add new Enemies and Search tokens to the game board in specific Locations (3).

The page 10 figure shows the Lost Allies Threat Deck, with the Threat Card's effect (1), colour and Activation (2), and Discover diagram (3) numbered.

The "Named Enemy" Card in the Threat Deck adds a random Named Enemy to the board.

Enemies

Enemies come in the same three colours as Threat Cards, and each has unique Priorities and special abilities. The Lost Allies battle against three different types of Pirates (Raider/Brute/Sniper), while the Pirates battle against Orphans (Red), Natives (Blue) and Fairies (Yellow). All Enemies also have a "Stunned" side, which is used when resolving some Chararcter Abilities.

Named Enemies

Named Enemies are fearsome opponents that have unique movement, Priorities, and special abilities.

If a Named Enemy is in play when a Threat is drawn, the Named Enemy performs their ability with a matching colour, if they have one (1). Some Named Enemies also have passive abilities (with black headings) that apply as long as they remain on the board (2).

Additionally, Named Enemies are skilled fighters. Characters can only Fight a Named Enemy if there are no other Enemies in the same Location. Named Enemies are not dealt a Wound unless a Fight (crossed swords) or Rest (spiral) symbol is rolled on a Stone of Chance, and most can take a Wound or two before they are defeated. Track these Wounds using the Wound Slots (3) on their Enemy Sheet. If a third Named Enemy would be placed, the game is lost.

The page 10 figure shows Captain James Hook's Named Enemy card, with the Red Threat ability (1), the Passive Threat ability (2), and the Enemy Sheet Wound Slots (3). The card text reads: "Captain James Hook was the rival of Peter Pan. He believed that he had perfect form, and that only Peter Pan could Match his form, thus making Peter the perfect adversary. He vowed revenge when Peter cut off his hand and fed it to the Tic Toc Croc." The Red Threat ability reads: "Move 2 Locations towards the nearest Character and deal a total of 2 Wounds to Characters there (players choose how Wound tokens are distributed), or kill a Hostage in his Location. Discover 2 Raiders in Captain Hook's Location." The Passive Threat ability reads: "Frightful Reputation: While Hook is in play, all other Enemies activate twice when their Threat colour is drawn."

Search Tokens & Deck

Wendy's siblings and the Twins are hidden somewhere, but the Characters don't know where. When a Character is in a Location with a Search token, they can use the Search Action to remove it and draw a Search Card. These come in a few different types (1).

The most important Search Cards are the "Hostage" Cards, which add the Hostage Tokens to the boards. Also very important are the "Item" Cards which players can save to use for various benefits. There is no limit to the number of "Item" Cards a Character can hold.

Be careful! Most Enemies also Search if there are Search tokens in their Locations, drawing Cards from the Search Deck and resolving them. This can cause Hostages to be found in dangerous Locations, cause important Items to be discarded, or empty the Search Deck and end the game too quickly.

The page 11 figure shows a Search token, the Lost Allies Search Deck, and the Fairy Dust Item card (discard Fairy Dust during your turn to either Rescue one Hostage in your Location, or ignore Enemies while moving for the rest of the turn).

Coins

Treasure Cards found in the Search Deck give Characters Coins to use. When playing as the Lost Allies, Coins are traded on Neverland for Cards from the Search discard, or discarded to Taunt Pirates. When playing as the Pirates, the Loot Action spends Coins to reduce Despair. Each Character can hold any number of Coins, but there are only 6 Coins in the game.

Hostages

When the Card for John Darling, Michael Darling, or either of the Twins is drawn from the Search Deck, place their matching token on the board. There are always a number of Hostages equal to the number of players; When the last Hostage is placed, Captain Hook (or Peter Pan) is also placed.

When playing as the Lost Allies, Characters must Rescue these Hostages from the Jolly Roger by escorting them to the top Deck of the ship and discarding Fairy Dust, flying them to Neverland. When playing as the Pirates, Characters must capture these Hostages from Neverland and use the Rowboat to drop them on the Jolly Roger.

Rules of Play

The object of the game changes slightly depending on the scenario chosen:

Lost AlliesPirates
The Lost Allies win immediately when:The Pirates win immediately when:
All Hostages (1 per player) have been Rescued (returned to Neverland).All Hostages (1 per player) have been dropped on the Jolly Roger.
Captain Hook has been defeated.Peter Pan has been defeated.
The Lost Allies lose immediately when any of the following conditions occur:The Pirates lose immediately when any of the following conditions occur:
The Search Deck is empty.The Search Deck is empty.
A Hostage is killed.A Hostage is Rescued by a Fairy.
All Characters have Fallen.All Characters have Fallen.
A Third Named Enemy would be placed.A Third Named Enemy would be placed.

Character Turns

Beginning with the first player, each Character must perform the following steps on their turn. Each step is described in more detail on the following pages. Fallen Characters only perform step 3 (see page 19).

  1. Morale Check
  2. Perform Actions (4 Actions + Free Actions; Spend Destiny for 5th Action.)
  3. Draw a Threat Card (Spend Destiny to change Threat colour.)
    • a. Resolve Effect
    • b. Activate Enemies
    • c. Activate Named Enemies
    • d. Discover new Enemies

Play continues clockwise with each Character taking a turn until both win conditions or any of the lose conditions above are met.

1) Morale Check

At the start of your Character's turn, you must check your Morale. For each Despair token you have received (maximum 4), you must roll a Stone of Chance. Each Stone replaces one of your Action choices with a Mandatory Action that matches the symbol rolled (see the symbol beside each Action on pages 14 and 15). Each Action that is not set by the result of a Stone of Chance is up to the player, and called a Chosen Action.

2) Perform Actions

Each Character takes 4 Actions on their turn. Chosen Actions and Mandatory Actions can be resolved in any order, and each Action can be performed any number of times. For each Chosen Action, a Character may select any Action from the list on the following page, or pass. Mandatory Actions must be performed if possible. If a Mandatory Action cannot be performed (such as a Search in a Location that contains Enemies), then that Action is simply lost. Note that the Action choices for Lost Allies and Pirates share the same symbols but some have different names and effects.

A Character "ends their turn" when all of their Actions have been performed, but before drawing a Threat card. This is when the effects of many Location abilities occur.

Fifth Action

A Character may spend their Destiny on their turn to perform a 5th Action. Sometimes having one more Action makes a huge difference!

Free Actions

The following "Free Actions" do not consume any of your 4 Actions. Some of them can also be performed when it isn't your turn.

Trading Item Cards, Coins, and Hostages. You may freely trade Item Cards and Coins with Characters in your Location. If playing as the Pirates, you may also trade Hostages you are carrying.

Rescuing Hostages (Lost Allies only). At any point during your turn, you may discard Fairy Dust to choose a Hostage in your Location and Rescue them - Place the Hostage token on Neverland. You must be on the top Deck of the Jolly Roger (the largest board) to do this.

Boarding the Rowboat (Pirates only). On your turn, you may board the Rowboat if it's docked at your Location. When another Character on the Rowboat moves it from your Shore Location, you may also choose to immediately board the Rowboat to come along.

Dropping a Captured Hostage (Pirates only). During your turn, you may drop a Hostage you are carrying. Take the Hostage token from your Character Sheet and place it in your Location. A Hostage dropped on an Island Location must be Captured again using a Search Action. Hostages dropped on the Jolly Roger count toward winning the game.

Lost Ally Actions

Move

  • Move to an adjacent Location on the same ship Deck.
  • Move between two Locations on different Decks of the Jolly Roger using the Stairs.
  • Fly between the top Deck of the Jolly Roger and Neverland.

If you Move into a Location that contains Enemies, you cannot perform any more Move Actions for the remainder of the turn, even if you Fight and defeat those Enemies. You may Escort Hostages in your Location to move them with you, unless you are moving into a Location that contains Enemies. Hostages cannot move to Neverland; they must be Rescued by discarding a Fairy Dust Item.

Fight

  • Choose an Enemy in your Location and deal it a Wound. Raiders and Snipers are defeated when dealt a Wound. Brutes are only defeated if they are dealt 2 Wounds in the same turn; 1 Wound has no effect.
  • If the only Enemies in your Location are Named Enemies, choose one of them and roll a Stone of Chance. On a Fight (crossed swords) or Rest (spiral) result, deal that Named Enemy a Wound. If a Named Enemy has no empty Wound Slots on their Enemy Sheet and is dealt a Wound, they are defeated.

Search

If there are no Enemies or Named Enemies in your Location, remove a Search token in your Location to draw from the Search Deck.

Taunt

Choose an Enemy (or Named Enemy) in an adjacent Location (including those connected by Stairs) and move it into your Location.

Courage

  • Remove 1 Despair from your Character Sheet, or from the Character Sheet of one Ally in your Location, or
  • Rescue a Fallen Ally in your Location, removing 1 Wound and 1 Despair from their Character Sheet.

Rest

  • Remove 1 Wound from your Character Sheet.
  • When rolled during a Morale Check, this result counts as a Chosen Action.

Pirate Actions

Move (See Using the Rowboat on page 22.)

  • Move to an adjacent Location on the same island board.
  • Step off the Rowboat onto the Shore Location it is docked at.
  • Move the Rowboat you're on to another Shore Location, or to the Jolly Roger.
  • In a Shore Location, call the Rowboat to your Location.

All of these options cost an extra Move Action for each Hostage you are carrying.

Fight

  • Choose an Enemy in an adjacent Location and deal it a Wound. Lost Allies, Natives, and Fairies are defeated when dealt a Wound.
  • Choose a Named Enemy in an adjacent Location that has no other types of Enemies and roll a Stone of Chance. On a Fight (crossed swords) or Rest (spiral) result, deal that Named Enemy a Wound. If a Named Enemy has no empty Wound Slots on their Enemy Sheet and is dealt a Wound, they are defeated.

Search (See Carrying Hostages on page 21.)

If there are no Enemies or Named Enemies in your Location:

  • Remove a Search token in your Location to draw from the Search Deck, or
  • Capture a Hostage in your Location, putting its token on your Character Sheet.

Loot

  • Gain 2 Coins (There can only be 6 Coins in play, shared by all Characters), or
  • Spend any number of Coins to remove an equal number of Despair tokens from your Character Sheet, or
  • Spend 2 Coins to Rescue a Fallen Ally in your Location, removing 1 Wound and 1 Despair from their Character Sheet.

Spent Coins are returned to the supply and can be gained again later.

Scare

Choose an Enemy (or Named Enemy) in your Location and move it to an adjacent Location.

Rest

  • Remove 1 Wound from your Character Sheet.
  • When rolled during a Morale Check, this result counts as a Chosen Action.

Each Action is printed with its own symbol on pages 14 and 15, and a Stone of Chance result of that symbol makes that Action Mandatory. The Lost Allies and Pirate Actions share the same symbols; Taunt and Loot share one, and Courage and Scare share one. The Fight and Rest symbols are the two results that wound a Named Enemy.

3) Draw A Threat Card

After a Character has performed all of their Actions, they must draw 1 Threat Card. If the Threat Deck is empty, first reshuffle the Threat discard to form a new Deck.

If the "Named Enemy" Threat was drawn, randomly choose an Enemy from the unused Enemy Sheets (Excluding Captain Hook or Peter Pan, which were set aside during setup), and place its standee on the board where indicated on the Enemy Sheet. Some Named Enemies have abilities that apply as soon as they are placed on the board; resolve these immediately if applicable.

If any other Threat Card is drawn, perform the following steps in order:

Changing the Threat Colour

When a Threat Card is drawn, any Character may spend Destiny to change its effective colour (including the colour of Enemies discovered). Use this to mitigate terrible situations by changing which Enemies act and appear!

3a) Resolve Effect

Some Threat cards have effect text at the top. Follow these instructions first.

3b) Activate Enemies

All Enemies in play (on all boards) that match the colour of the Threat Card Activate in whatever order the players choose. Each Enemy performs the first Action that matches its Priorities listed on the following page.

3c) Activate Named Enemies

Each Named Enemy acts if one of the sections on their Enemy Sheet matches the effective Threat colour. Follow the instructions listed on the Enemy Sheet. Most Named Enemies also discover new Enemies in their Location, but those Enemies do not act while resolving the current Threat Card.

3d) Discover new Threats

Refer to the Threat Card's diagram of the board, adding tokens to the Locations indicated. Discovered Enemies are always the same colour as the Card's effective Threat colour. If there aren't enough Enemies or Search tokens to place, place as many as possible in the order listed and ignore the rest. After performing these steps, place the Threat Card in a discard pile beside the Threat Deck. Some Named Enemies have effects that happen "After resolving" a Threat Card. Resolve those effects at this point.

The Threat card diagrams show the Locations for each Discover step, and most Threat cards carry text at the bottom that describes the diagram.

Enemy Priorities

When each Enemy Activates, check its Priority list from top to bottom. It performs the first condition that it can fulfil. Some Priorities use the term Nearest to mean "the fewest number of Locations away"; this can be the Location they already occupy.

On the Decks of the Jolly Roger, Locations with Stairs are considered adjacent to each other. On Neverland, Enemies consider Locations with Shores to be adjacent to each other. Enemies ignore Fallen Characters.

Priority Tiebreakers – Enemies often have several options for a given Priority, such as having multiple Characters in their Location to Wound, or being able to move toward two equal Priorities in other Locations. In these cases, the players choose which equal Priority the Enemy follows. See Gameplay & Threat Example, page 18.

Lost Allies – Enemy Abilities and Priority

EnemyAbilityPriorities
SniperCan deal Wounds from a distance.1. (Sniper Only) On their Deck: a. Deal 1 Wound to the nearest Character. b. Kill a Hostage. 2. In their Location: a. Deal Wound(s) to a Character. b. Kill a Hostage. c. Remove a Search token and draw a Card. 3. Move to an adjacent Location with a Priority listed under #2. 4. Move 1 Location toward nearest Location with a Priority listed under #2.
RaiderDeals 2 Wounds.(Priorities shared with Sniper, as printed.)
BruteOnly defeated when dealt 2 Wounds in the same turn.(Priorities shared with Sniper, as printed.)

Pirates – Enemy Abilities and Priority

EnemyAbilityPriorities
FairyMoves 3 Locations.1. (Fairy Only) Rescue a Hostage in their Location. 2. Move toward the nearest Hostage. 3. In their Location: a. Deal 1 Wound to a Character. b. Remove a Search token and draw a Card. 4. On the same Island: a. Move toward nearest Character. b. Move toward nearest Search. 5. On a different Island: (Move between Shores as if they are adjacent) Same Priorities as listed under #4.
OrphanMoves 1 Location.(Priorities shared with Fairy, as printed.)
NativeDifferent Priorities:1. Deal 2 Wounds to one Character in their Location. 2. Move 1 Location towards the nearest Character (Move between Shores as if they were adjacent).

Gameplay & Threat Example

During a 2-player game, Peter Pan performs his 4 Actions, then draws the Threat Card shown to the right. This causes all 4 Red Enemies to Activate, following their Priorities. The other Enemies do not Activate.

Players choose to Activate the Enemies in this order:

  • Raider #1 deals 2 wounds to Peter, because that's higher Priority than Searching its Location.
  • Raider #2 has nothing in its Location, so it Moves to the Fore Deck.
  • Raider #3 has Characters in two adjacent spaces (Peter is adjacent via the Stairs). The players decide that it should move to Peter's Location.
  • Raider #4 has nothing in its Location, but has a Lost Ally and a Search token (via Stairs) in adjacent Locations. It moves toward Tinkerbell, because moving to a Location where it can deal Wounds is higher Priority than moving to a Location where it can Search.

After all Red Enemies have Activated, Peter resolves the Discover portion of the Threat Card, shown to the right (most Threats have text at the bottom that describes the diagram). New Raiders and Search tokens are placed in both the Bow and Gun Deck. The Raider placed in the Gun Deck surprises Tinkerbell and causes her to gain a Despair! After all new tokens are placed, the Discover step is complete, and the next Character begins their turn.

Suffering Wounds

Each time you suffer a Wound, place a Wound token in one of your Wounds Slots (the crosses at the bottom of your Character Sheet). If you have no empty Wound Slots when you are dealt a Wound, lay your standee on its side; your Character has Fallen.

Named Enemies track Wounds on their Enemy Sheet in the same way. However, a Named Enemy is defeated (instead of Fallen) if they suffer a Wound and have no empty Slots.

Fallen Characters

Fallen Characters still take their turn, but they skip the Morale Check and Perform Actions steps; the only thing they do is draw a Threat Card. Enemies ignore Fallen Characters.

A Fallen character can be Rescued and returned to fighting condition if helped by an Ally. The Lost Allies can Rescue a Fallen Character using a Courage Action. The Pirates can Rescue a Fallen allied Character using the Loot Action. If all Characters have Fallen, there is no-one left to Rescue them, and the game is lost.

Gaining Despair

Gain 1 Despair token each time...

  • You take a Wound (1 Despair for each Wound).
  • Enemies are discovered in your Location. If a single effect places multiple Enemies in your Location, only gain 1 Despair. However, If there are multiple Characters in that Location, they each gain 1 Despair.
  • Another Character on your Ship Deck or Island becomes Fallen.

You can only have a maximum of 4 Despair tokens on your Character Sheet at a time. If you already have 4 Despair, ignore effects that cause you to gain more.

Controlling Locations

Each Location on the board has a special ability. During the game, at any time when there are more Characters than Enemies in a Location, the Characters gain control of that Location, and benefit from its special ability. Enemies never gain control of a Location or benefit from its ability; they only stop Characters from doing so. Hostages have no effect on who controls a Location.

Control of Locations can change every time Characters or Enemies act, and new effects apply immediately. Below is a list of Location abilities with further clarifications:

On the Jolly Roger

  • Bow – When you Taunt, you may move two Enemies from the same Location.
  • Captain's Cabin – Recover your Destiny if you end your turn here.
  • Crew Quarters – When you Search here, discard Junk and continue drawing.
  • Crow's Nest – Play with the top Card of the Threat Deck face-up. This helps you plan for it in advance.
  • Fore Deck – Lost Allies deal +1 Wound when Fighting. This includes when Fighting Named Enemies.
  • Galley – Heal 1 Wound if you end your turn here.
  • Gun Deck – Lost Allies can fly to the island from here. This includes using Fairy Dust to Rescue Hostages from this location if you control it.
  • Hold – When you Search here, draw an extra Card. This extra Card draw applies to each Search Action taken.
  • Mid Deck – Count Move and Courage results as successes when Fighting Named Pirates (in addition to Fight and Rest results).
  • Stern – Flying to/from the ship doesn't use an Action.

On Neverland

  • Fairy Hollow – Recover your Destiny if you end your turn here.
  • Marooner's Rock – Play with the top Card of the Threat Deck face-up. This helps you plan for it in advance.
  • Mermaid's Lagoon – When you Scare, you may Scare two Enemies.
  • Native Fort – You may Fight Enemies in your Location.
  • Native Village – Count Move and Courage results as successes when Fighting Named Lost Allies (in addition to Fight and Rest results).
  • Neverwood – When you Search here, draw an extra Card. This extra Card draw applies to each Search Action taken.
  • Pirate Cove – When you Loot, you may either gain 1 additional Coin, or remove 1 additional Despair.
  • Plains – When you Fight, you may target Enemies in any other Location on your Island (not just adjacent).
  • Warpath Woods – When you Search here, discard Junk and continue drawing.
  • Wendy's House – Heal 1 Wound if you end your turn here.

Search Cards

All of the Cards in the Search Deck fall into the types listed below. There is no limit to the number of Item Cards a Character may hold. Characters in the same Location may freely exchange any Item Cards, Coins, or Captured Hostages, on their turns.

Ambush! - When an Ambush Card is drawn, it places Enemies on the board in the Location of the Search (and Characters there gain a Despair). If an Ambush is drawn by an Enemy, the newly-placed Enemies do not act during this Threat, even if their colour matches. If all Enemies of the required type are already in play, ignore this effect.

Junk - These Cards only clutter the Search Deck, and are discarded when drawn.

Hostages - When drawn, this Card is discarded and the matching Hostage token is placed on the board in the Location of the Search. There are always Hostages equal to the number of players; When the last Hostage is placed, Hook (or Peter Pan) is also placed.

Item - These Cards are kept by the Character that drew them and can be discarded later for effects. There is no limit to the number of Item Cards a Character can hold.

Trap - This Card type only appears when playing as the Pirates. Traps cause the Characters discovering them to suffer negative effects such as Wounds and Despair. If Enemies draw these cards, they are set aside; the third card set aside this way places a random Named Enemy (other than Peter Pan).

Treasure - When drawn by Characters, they gain Coins and/or other effects. There are only 6 Coins in the game; If aren't enough in the supply, any excess Coins are lost. When playing as the Lost Allies, if Enemies draw these cards, they are set aside; the third card set aside this way places a random Named Enemy (other than Captain Hook).

Carrying Hostages

The Pirates must Capture all the Hostages and carry them to the Jolly Roger. When a Pirate uses a Search Action to Capture a Hostage, place the Hostage token on their Character Sheet; it's now being carried. Pirates may trade carried Hostages as a Free Action.

Moving with Hostages – Pirates must spend an extra Move Action per Hostage they are carrying in order to perform any kind of Move Action.

Dropping Hostages – Each time a Pirate carrying a Hostage suffers a Wound, it must drop one Hostage. Take the Hostage token from your Character Sheet and place it in your Location. A Hostage dropped on an Island Location must be Captured again using a Search Action. Hostages can also be voluntarily dropped as a Free Action on your turn; Hostages dropped on the Jolly Roger this way count toward winning the game.

Using the Rowboat

When playing as the Pirates, Characters must use the Rowboat to move between Shore Locations on Neverland, as well as to and from the Jolly Roger. The Rowboat is also required to ferry captured Hostages to the Jolly Roger to win the game.

Boarding the Rowboat – As a Free Action on your turn, you may board the Rowboat if it's docked at your Location. When a Character moves or calls the Rowboat from a Shore Location, any number of other Pirates in that Location may choose to immediately board the Rowboat and come along. The Rowboat can carry any number of Characters and Hostages.

Shore Locations – Locations with Rowboat icons are considered Shores (including the Jolly Roger). These are the only Locations the Rowboat can dock at, and are the only Locations from which Characters may use a Move Action to call the Rowboat.

Calling the Rowboat – While on any Shore Location, you may spend a Move Action to call the Rowboat to your Location. When you do, it immediately moves to your Location, bringing any Characters on board (and those in the Rowboat's previous Location who chose to immediately board the moving Rowboat) with it.

Moving the Rowboat between Shores uses a Move Action. Stepping off the Rowboat onto the Shore it's docked at is a Move Action.

The Rowboat is part of the Shore Location where it's docked. The Move Action required to step off the Rowboat represents the effort it takes to get out of the boat, not a change in Locations. This means that Characters on the Rowboat behave just like other Characters on the Shore Location where the Rowboat is docked. For example: Enemies on the Shore can attack Pirates on the Rowboat. Characters also gain Despair when Enemies are discovered in the Rowboat's docked Location, or when a Character on the same Island becomes Fallen. Characters on the Rowboat count toward controlling the Location where the Rowboat is docked.

Threat Reference

The Lost Allies and Pirates Threat Reference boxes on page 24 repeat the Enemy Abilities and Priority tables given under Enemy Priorities above. The notes printed alongside them are transcribed here.

Lost Allies – Escorting Hostages – Characters may Escort Hostages in their Location to bring them along when they Move. Hostages cannot enter Locations that contain Pirates.

Lost Allies – Rescuing Fallen Allies – Use a Courage Action to Rescue a Fallen Ally in your Location. That Character stands up and removes 1 Wound & 1 Despair from their Sheet.

Pirates – Capturing Hostages (Search Action) – Characters may Capture Hostages in their Location if no Enemies are there. Each Hostage carried increases the number of Move Actions required for each Move by 1.

Pirates – Rescuing Fallen Allies – Use a Loot Action to Rescue a Fallen Ally in your Location. Spend 2 Coins to stand that Character up and remove 1 Wound and 1 Despair from their Sheet.

Frequently Asked Questions

During Setup, do I resolve the Effect or Threat portions of the 4 Threat cards drawn in step 4? No, only resolve the Discover diagram portion of each Threat card used for setup.

Can Pirates be Stunned? No, the Stunned sides of the Brute, Raider, and Sniper tokens are not used in the base game.

Can Characters and Enemies move directly between the Fore Deck and Mid Deck, or do they have to go through the Crow's Nest? The Fore Deck and Mid Deck are adjacent Locations.

If the Threat Deck is empty, and I control the Crow's Nest, do I reshuffle it so that I see the top card? Yes. You reshuffle the Threat Deck as soon as it is empty.

Do Pirates on the Rowboat count towards the number of Characters in a Location when determining if the Location is controlled? Yes.

How do I randomly choose a Named Enemy? Take all of the Character Sheets from the Enemy faction, shuffle them without looking and draw one. Remember this doesn't include Hook or Peter Pan.

Can I Rescue a Hostage from the Gun Deck if I control the Location? Yes, it's treated like the top deck of the ship if you control it.

Can there be more than one Random Named Enemy in play? Yes. It's possible to draw a Named Enemy Threat before defeating a Named Enemy that is already in play. When the last Hostage is found, it's also possible that you will have Hook (or Peter Pan) plus another random Named Enemy in play. Remember that you also lose if a third Named Enemy would be placed.

When an Enemy such as the Raider "deals 2 wounds", do they need to be suffered by the same Character? Yes, unless the Enemy explicitly allows players to distribute the Wounds between them.

Important Terms

  • Action: Move, Fight, Search, etc. See pages 13–15.
  • Activate: When Enemies Act, etc. See pages 12, 16, 18.
  • Ally: All Characters controlled by Players on your team.
  • Board: Moving from the Shore to the Rowboat. Also a generic term for the all the Neverland Islands/Jolly Roger Ship Decks. See pages 13, 15, 22.
  • Carry: As Pirates, moving a Hostage. See pages 13, 21.
  • Character: Lost Allies or Pirates controlled by Players. Each uses a Sheet and a Standee. See pages 6, 9.
  • Colour: The colour used for a Threat card, either printed or changed by spending Destiny. See pages 10, 16.
  • Control: Majority in a Location determines if players benefit from the Location's ability. See page 20.
  • Defeated: An Enemy that has taken too many Wounds. See pages 14, 19.
  • Despair Token: tracks the number of dice rolled for Morale Checks. See pages 9, 12, 19.
  • Destiny token: Spent for an extra Action or to change Threat Colour. See pages 13, 16.
  • Discover: Term for adding new Enemy and Search tokens to the board. See pages 16, 19, 21.

Turn Sequence

  1. Morale Check = Despair, then perform 4 Actions (Spend Destiny = 5th Action).
  2. Draw a Threat (Spend Destiny = change colour):
    • Effect, Activate Enemies, then Named Enemies, then Discover new tokens.
  • Prepare Search Deck

    • a. Each scenario has its own Search Deck. Return the unused one to the box.
    • b. Return all Cards that have icons for more players than are currently playing to the box. They will not be used.
      • For a Solo or 2-player game, return all Cards with 3p & 4p icons.
      • For a 3-player game, return all Cards with 4p icons.
    • c. Set aside the Hostage Cards (John, Michael, Twin x2).
    • d. Shuffle the remaining Cards and deal three piles: one with 8 Cards, one with 4 Cards, and a third pile with the rest of the Cards.
    • e. Insert the Hostages you set aside in 6c into the third pile, shuffle, then stack that pile on top of the 8-Card pile. Finally, place the 4-Card pile on top, so that the Deck looks like the diagram on the following page.

    The page 7 diagram shows the Deck as: 4 Cards on top, then the Third Pile with Hostages, then 8 Cards at the bottom.

  • Choose Characters

    • a. Each player chooses a Character (two Characters if playing Solo), taking that Character's Sheet and Standee (with base), a Destiny token, and an Action Reference.
    • b. Place all Character Standees on the smallest board (Neverland/Jolly Roger). The player who is Peter Pan (or Captain Hook) goes first. If those Characters are not in play, choose a Character to go first.
  • Docked: The current Shore Location of the Rowboat. See page 22.
  • Drop: unloading Hostages. See pages 13, 21.
  • Enemy: The opposing faction, represented by tokens and Character Standees. See pages 10, 16–18.
  • Escort: As Lost Allies, moving a Hostage. See page 14.
  • Fallen: When your Character takes more Wounds than Wound Slots and can no longer act. See page 19.
  • Free Action: Things that don't use one of your four Actions each turn. See page 13.
  • Hostage: Wendy's siblings and the Twins. Each has a card in the Search deck and a matching token. See pages 10, 13–15, 21.
  • Item: Useful cards in the Search Deck. Kept and discarded later for effects. See page 21.
  • Jolly Roger: Captain Hook's Pirate ship.
  • Lost Allies: Enemies of the Pirates.
  • Morale Check: The step when Characters determine any Mandatory Actions by rolling dice. See pages 12–13.
  • Named Enemy: Lost Allies or Pirates controlled by the game. Each uses a Standee and the back of a Character Sheet. See pages 10, 16.
  • Nearest: Term for "fewest Locations away". See page 17.
  • Neverland: all the Island boards in play. See pages 6, 8.
  • Passive Threat: Named Enemy ability that applies as long as the Named Enemy is in play. See page 10.
  • Perform Actions: The step when Characters Move, Fight, Search, etc. See pages 13–15.
  • Pirate: Enemies of the Lost Allies.
  • Priority: Checklist of options that determines what Enemies do when they Activate. See pages 17–18.
  • Rescue: Standing up a Fallen Ally. See pages 14–15, 19.
  • Rescue Hostage: Win condition for the Lost Allies, using Fairy Dust. See pages 5, 13.
  • Rowboat: token used to move Pirates between Shore Locations on Islands. See pages 8, 22.
  • Search token: Has a "?" Icon. Removed when using a Search action to draw from the Search deck. See pages 11, 14–15, 21.
  • Shores: Locations where the Rowboat can dock. Considered adjacent by Enemies. See pages 17, 22.
  • Ship Decks: set of three boards that make up the Jolly Roger. See page 7.
  • Stairs: Locations that connect to other Ship Decks on the Jolly Roger. See pages 17–18.
  • Supply: Piles of tokens beside the board. Whenever tokens are spent, they return here for re-use. See page 6.
  • Threat: The last step of a Character's turn, drawing a Threat card determines which Enemies act and appear. See pages 16, 18.
  • Trade: Free Action where characters in the same Location exchange Items, etc. See page 13.
  • Wound token: placed on Character and Enemy Sheets to track how many times a Character has been attacked. See pages 9, 14–15, 19.
  • Location: A board or section of a board, divided by white lines. See pages 14, 18.