Okko: Legendary Journey
Okko: Legendary Journey Rulebook
Table of Contents
Table of Contents
Overview
Each player takes on the role of Okko, Noburo, Noshin or Genji, gathered as a group of Oni Hunters struggling against evil entities: the Oni hiding at the court of Pajan, close to the emperor. Each new Adventure board represents a cycle from the Okko comic-book and each time players switch from one to another, they can change their hero (by paying day tokens). Both players cooperate and they have to fulfill challenges on the Adventure boards during a limited amount of time (20 days). Players will go through 3 Adventure boards, each location has 3 challenges (Combat, Encounter, Quest). Each challenge allows you to earn clues in order to track Oni but also to earn additional time, loot equipments and find allies. At the end of the 3 Adventure boards, players reach the court of Pajan, where several Oni are hiding among courtiers. Oni are divided into 3 tokens among the 16 forming the Court's game board. Players will have 3 attempts to find the 3 Oni's tokens. During challenges, players could have had a look at the court's tokens or earned additional attempts in order to look at the tokens.
Content
- 3 Adventure boards
- 1 DAYS counter track
- 58 ADVENTURE cards
- 13 EXPLORATION cards
- 12 JAR cards
- 17 SUPPORT cards, specific to each Adventure board
- 4 HERO cards
- 5 BOSS cards
- 59 ENEMY cards
- Tokens
- 1 game board COURT OF PAJAN and its 16 COURTIER tokens
Note: the Content list gives 58 ADVENTURE cards, while Game set-up step 8 says to shuffle the 59 ADVENTURE cards. Both figures are printed as they appear in the source.
Game Set-up
1 - Place the COURT OF PAJAN game board next to the game's area.
2 - Shuffle the 16 COURTIER tokens and place them at random, face down, without looking at them, on the 16 squares of the COURT OF PAJAN game board.
Adventure game boards must be played in the following order:
- the Inn at Kappa
- the Fort at Betten Pass
- Mayudama's Domain
3 - Place the first Adventure game board at the center of the table.
4 - Take the specific ENEMY and SUPPORT cards for this Adventure game board.
Example: specific items corresponding to the Inn at Kappa.
5 - Shuffle the EXPLORATION cards and place them, face down, next to the board. Allow space for a discard pile of those cards.
6 - Shuffle the specific ENEMY cards for this Adventure game board and place them next to the board.
7 - Place the specific SUPPORT cards for this Adventure game board face up at the edge of the board.
8 - The oldest player shuffles the 59 ADVENTURE cards and then deals 6 cards to each player. The rest of the cards are placed on the edge of the game area.
9 - Place the DAY token on square 3 of the DAYS counter track. The end of the game board time is represented by square 20.
10 - Place the TEAM token on the departure zone of the Adventure game board played.
11 - Each player chooses a HERO card and places it in front of him.
Game Boards
- Adventure game boards: Represent a path for the heroes to follow in order to fulfill 4 types of challenges:
- MOVE ONE PLACE FORWARD
- FIGHT THE ENEMIES
- FIGHT A BOSS
- CHARACTER'S ENCOUNTER
Each successful challenge allows to move on or look at an ONI token at the Court of Pajan and thus trying to know the ONI's final position in order to reveal it at the end of the game. You will have to remember the squares where ONI tokens are located once you've discovered them.
Each Adventure game board is played in a limited amount of time of 18 days and is divided into locations. In certain locations, players will have to fight a MIDDLE or FINAL BOSS.
Each Adventure game board has its own special rules described in the corresponding Explanation cards.
- COURT OF PAJAN board: Represents the courts where the ONI is hidden. It is divided into 16 squares where 16 COURTIER tokens are placed.
Be careful! COURTIER tokens must never be moved once the game has started. Sometimes you will be asked to rotate the whole board.
Cards
HERO cards
HERO cards are chosen before the beginning of the Adventure game boards; they represent the heroes embodied by the players. Each one has a unique ability and you will have to choose them carefully so that they fit each board.
Each HERO card shows a name, a unique ability, a Fighting skill, an Investigating skill and a class symbol on its face. The back of the card shows the wounded face.
Injured HERO: If at the end of his turn, a player has 1 or more INJURY token on his HERO card, he must place it face down in order to reveal its injured face.
When a hero is put into this position, his unique ability is no longer available and he can no longer be used in order to fight an ENEMY card.
At the end of his next turn, the player must remove 1 INJURY token from his HERO card if he has any.
When the last INJURY token is removed from his HERO card, the player turns his card back around on its healed face, his unique ability becomes available again and he can fight as before.
Class Symbol: Sometimes, a Hero must have the right symbol to play some cards.
ADVENTURE cards
ADVENTURE cards form a player's hand. They are essential because they allow to solve challenges on the Adventure game board. You will play or trade them along the game. Once played, put them face up in the discard pile.
There are 3 types of ADVENTURE cards: Ally, Equipment and Special.
- Ally: This is a character with a Fighting and Investigating skill value. Some Ally cards have an Effect which will be carried out upon playing the card.
- Equipment: They give a Fighting and Investigating bonus. They can only be used in combination with a HERO or Adventure - Ally card.
- Special: They give a very strong Effect that the player can use on his turn. (The printed text reads "Special: 3."; the "3" is not explained in the rulebook and is omitted here.)
The Fighting and Investigating skill values add up to the HERO's or ALLY when fighting with ENEMY cards.
Some ADVENTURE cards have an ELEMENT logo on them, which are also used to solve the CHARACTERS' ENCOUNTER challenges. The Elements are: Water, Earth, Air, Fire and Void.
ENEMY cards
ENEMY cards are used to resolve the FIGHT THE ENEMIES challenge on the Adventure game board. ENEMY cards spawn at each turn and stack up, creating a concentration of enemies. Each Adventure game board has its own ENEMY cards with their own powers. They must be fought by players or else they will waste a lot of your days.
BOSS cards
BOSS cards are used to solve the FIGHT A BOSS challenge when Heroes enter certain locations.
BOSS cards with a yellow symbol are opponents that Heroes will fight along their way. They are called MIDDLE BOSS.
BOSS cards with a red symbol are opponents that Heroes will fight at the end of their course. It is necessary to beat them to complete the Adventure game board. They are called FINAL BOSS.
EXPLORATION cards
EXPLORATION cards are used to solve the MOVE ONE PLACE FORWARD challenge, allowing the TEAM token to advance on the board from a location to another. Each EXPLORATION card shows a card value, or a FAIL result with an effect.
SUPPORT cards
SUPPORT cards specific to each Adventure game board are placed face up at the edge of the board. A SUPPORT card - Kami can only be drawn with a summoning.
Playing the Game
Each player, one after the other, must follow this game sequence:
- Draw 1 ENEMY card and reveal it. Place it next to the Adventure game board, lining it with the other ENEMY cards.
- Draw 1 ADVENTURE card and place it in your hand.
- You can trade 1 ADVENTURE card with your partner.
- Perform 1 action among the 5 available Actions during your turn, perform 1 for the price of 1 DAY:
- Draw 2 ADVENTURE cards.
- Play 1 Special ADVENTURE card.
- Play the FIGHT THE ENEMIES challenge.
- Play the CHARACTERS' ENCOUNTER challenge.
- Play the MOVE ONE PLACE FORWARD challenge.
- If your HERO is injured, remove an INJURY token from his cards (cf. Injured hero).
- End of turn, the other player can now play.
Turns alternate until days run out (square 20) on the DAYS counter track, or until the FIGHT A FINAL BOSS challenge is completed on the last location of your path. Players cannot end an Adventure game board before one of these two conditions is met.
If there are remaining days at the end of an Adventure game board, players can carry over up to 2 days on the next board: thus they start on square 0 instead of 3 of the DAYS counter track.
At any time, when a deck runs out, shuffle the discard pile in order to form a new deck.
Actions (cost 1 Day)
- Draw 2 ADVENTURE cards: Draw 2 Adventure cards and place them in your hand.
- Play 1 Special ADVENTURE card: Reveal the ADVENTURE card - Special, use its power and discard it.
- Play the FIGHT THE ENEMIES challenge: All the ENEMIES cards are lined up, always visible to both players.
A player must start fighting the last ENEMY card in the line; then, if he gets rid of him, he can go on attacking the following ENEMY card and so on, until he can no longer fight, or there are no ENEMY cards left, or he decides to stop.
Fight
- You must play one or more ADVENTURE cards - Ally or use your HERO card or a combination of both.
- The player's HERO card must not be face down (cf. Injured HERO).
- The player can use several ADVENTURE cards - Ally.
- The player can only play one HERO card.
- It is impossible to use ADVENTURE cards - Equipment without ADVENTURE cards - Ally or HERO card. (The printed bullet runs across a page break; its wording is kept as printed.)
Add the Fighting and Investigating skill values of all the HERO, Ally ADVENTURE, and Equipment ADVENTURE cards that you have played.
Your result in each skill value for Fighting and Investigating must be greater than or equal to the values of the ENEMY card.
- The ENEMY card is discarded.
- The ADVENTURE cards played are discarded.
- The HERO card is kept, but the player puts an INJURY token onto it.
Example: Mercenary has an Investigating value of 1, Fan has 1 and Geisha has 2. The total is greater than Oni Geisha's Investigating value and is then discarded.
Enemy line
- When the number of ENEMY cards lined up reaches 5, players lose 1 day each turn from the next player's turn on.
- When the number of ENEMY cards lined up reaches 7, players lose 2 days each turn from the next player's turn on.
- Each time 6 ENEMY cards are discarded, the player earns the right to look at 1 COURTIER token on the COURT OF PAJAN board and puts it back face down.
Be careful to stack ENEMY cards in piles of 6 in order to keep track and have the reward.
Fighting a MIDDLE or FINAL BOSS resolves in the very same way.
Example (Enemy cards line: Geisha, Masked Ninja, Oni Geisha, Ghost, Isako, Puppeteer): if the Puppeteer and Isako aren't beaten in Combat, the Day token will automatically move forwards 1 square each turn. If a new Enemy card is added to the line, the Day token will automatically move forwards 2 squares each turn.
Play the ENCOUNTER challenge
In order to complete a challenge, the player must discard the exact combination of ADVENTURE and SUPPORT cards.
An ELEMENT can also be required (Water, Fire, Earth, Air or Void); in this case, any card having this ELEMENT can be played.
Challenges must be achieved in order from top to down.
Example: The second ENCOUNTER challenge requires an Ally ADVENTURE card, and the Earth ELEMENT. The player can either discard 2 cards, one Ally ADVENTURE card and another card having the Earth ELEMENT, or just 1 card if the Ally ADVENTURE card has the Earth ELEMENT.
When an ENCOUNTER challenge is achieved, place an ENCOUNTER token onto it.
The player can keep on achieving ENCOUNTER challenges as long as he possesses the required cards or decides to stop.
When every ENCOUNTER challenge of the board is achieved, the player who achieved the last challenge earns the right to look at 1 COURTIER token on the COURT OF PAJAN board and puts it back face down.
Play the MOVE ONE PLACE FORWARD challenge
Each Adventure game board has its own path divided into several locations. A player can move the TEAM token from one place to another following the movement arrows.
Be careful! Before moving forward, he must achieve the challenges being on the location he wants to leave.
Each location has symbols:
- Starting zone for the TEAM token.
- Draw-cards symbol (with a number): the player has the choice between having each player draw the given number of ADVENTURE cards, or take a free SUPPORT card specific to the Adventure game board.
- SUPPORT card symbol: take a free SUPPORT card specific to the Adventure game board.
- Arrows: show in which direction the TEAM token can move. A Yellow Arrow shows the usual path, while a Red one suggests a shorter but more dangerous path.
- Discard symbol (with a number): to leave this location, the player must discard ADVENTURE cards with the right amount of this symbol.
- Exploration symbol (with a value): allows passage from a location to another. The player has to exceed the given value using EXPLORATION cards.
- MIDDLE BOSS symbol: Fight a MIDDLE BOSS. Players can no longer move forward on the board until it has been defeated.
- FINAL BOSS symbol: Fight the FINAL BOSS of the board. When a player gets to the last location of the path and has resolved every challenge on this location, the player gets the right to look at 2 COURTIER tokens on the COURT OF PAJAN board and put them back face down.
- Take all EXPLORATION cards and shuffle them before each challenge.
- Draw an EXPLORATION card:
- If it is a card showing a value, choose either to stop, or to keep on drawing.
- If you stop drawing, take as many EXPLORATION tokens as written on the card. If you earned the amount of tokens required, you can move to another location; if not, keep your tokens for later.
- If you choose to keep on, draw another card.
- If it is a FAIL card, lose all the tokens earned during your turn. Your turn ends.
- Each EXPLORATION card drawn is discarded.
- If it is a card showing a value, choose either to stop, or to keep on drawing.
When only 3 cards remain in the EXPLORATION deck, shuffle all discarded cards in order to form a new deck.
Summoning
Some Heroes or Allies have the power to summon Kami. They never have the obligation to use that power.
To do so, they need to pass an EXPLORATION test with the difficulty shown on the summoner's card.
- If the test is a success, the Kami among the SUPPORT cards of the Adventure game board is placed in the player's hand of cards.
- If the test fails, the player suffers the penalty written on the summoner's card.
Summoning example: In this example, the player must succeed an Exploration test with a difficulty of 3.
- If it is a success, the player takes into his hand the Kami card linked to the Adventure game board.
- If it is a fail, the DAY token is moved to the next square and the player puts 1 INJURY token on his Hero.
Completing a Board
When Square 20 of the DAYS counter track is reached, players must go to the following Adventure game board.
Do as with the previous board:
- Set up the new ENEMY and SUPPORT cards, and put back all previous cards with the board inside the game box, since they will no longer be used during this game.
- The player who reached Square 20 of the DAYS counter track can finish up his game turn. The other player will start on the new board.
- Keep all your ADVENTURE cards, but not the SUPPORT cards related to the board, which are put back in the game box.
- Players can choose to change their HERO card.
- Put the DAY token on Square 3 of the DAYS counter track.
- Put the TEAM token on the Starting zone of the Adventure game board.
- Start a new turn on the new Adventure game board.
Ending the Game, the Court of Pajan
During the game, when a player looks at a COURTIER token, he is the only one to look at it and must memorize it.
At the end of the game, when the 3 Adventure game boards have been played, it is time to meet at the Court of Pajan.
Players will have to reveal all 3 Oni tokens hidden among the 16 tokens. They can discuss the probable position of the 3 Oni tokens, then turn a token over:
- Oni's head: congratulations, go on!
- Courtier: it's a failure.
Victory Conditions
If all three Oni are revealed, players win the game. If players suffer a failure, they lose the game.
Each game board has different challenges and thus special rules. Carefully read the special rules for each board.