Swashbuckler: A Game of Swordplay and Derring-do
Swashbuckler: A Game of Swordplay and Derring-do Rulebook
Table of Contents
Table of Contents
Movement Orders
| Order | Code |
|---|---|
| Back Step | B- |
| Climb (Up or Down) | A* |
| Crawl | C_-- |
| Go Prone | PR- |
| Jump (Up or Down) | J_- |
| Left Turn | L |
| Rest | - |
| Right Turn | R |
| Run | RUN(OP) |
| Side Left | SL |
| Side Right | SR |
| Stand Up | UP- |
| Step Forward | 1- |
| Step Forward & Kick | 1K-- |
| Swing | G_-- |
STUN: Circle notation in Step Column.
Units carrying a Treasure Chest may not Climb, Jump, or Swing.
* Number of rests equals elevation change.
Action Orders
| # | Order | Code |
|---|---|---|
| 1 | Throw Dagger | WD |
| 2 | Throw Sword | WS- |
| 3 | Wave Hat | WH |
| 4 | Throw Mug | WM |
| 5 | Shove Chair | VC |
| 6 | Topple Shelf | WT |
| 7 | Shove Table | VT |
| 8 | Yank Carpet | Y-- |
| 9 | Flip Table | FT-- |
| 10 | Throw Chair | WC-- |
| 11 | Pick Up Sword | PS- |
| 12 | Pick Up Dagger | PD- |
| 13 | Pick Up Chest | PC-- |
| — | Block | X- |
If a conflict arises for an object to throw, the larger Expertise wins. If a conflict arises for shoving, yanking, or toppling, the larger Strength wins. Prone Characters may not perform Action Orders.
Swordplay Orders
| Order | Code |
|---|---|
| Lunge | N- |
| Parry | P- |
| Parry & Lunge | PN- |
| Running Lunge | 1N- |
| Slash | S- |
| Stab (Dagger) | SS- |
Prone Character units may not Lunge, Slash, or Stab.
Units carrying a Treasure Chest may not execute Swordplay Orders.
Sword and Dagger Attack Table
Cross-index the Dice Roll with the Attacker's Expertise Difference (each range covers two adjacent columns on the printed card, reproduced below in full).
| Dice Roll | -10 to -15 | -10 to -15 | -5 to -9 | -5 to -9 | -3 to -4 | -3 to -4 | -1 to -2 | -1 to -2 | 0 | 0 | +1 to +2 | +1 to +2 | +3 to +4 | +3 to +4 | +5 to +9 | +5 to +9 | +10 to +15 | +10 to +15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 96 | 5B | 7B | 8B | 8B | 9B | 9B | 10B | 10B | 11B | 11B | 12B | 12B | 13B | 13B | 14B | 14B | 15B | 15B |
| 76-95 | 4B | 6B | 7B | 7B | 8B | 8B | 9B | 9B | 10B | 10B | 11B | 11B | 12B | 12B | 13B | 13B | 14B | 14B |
| 71-75 | 3B | 5B | 6B | 6B | 7B | 7B | 8B | 8B | 9B | 9B | 10B | 10B | 11B | 11B | 12B | 12B | 13B | 13B |
| 66 | 2B | 4B | 5B | 5B | 6B | 6B | 7B | 7B | 8B | 8B | 9B | 9B | 10B | 10B | 11B | 11B | 12B | 12B |
| 65 | 2H | 2B | 4B | 4B | 5B | 5B | 6B | 6B | 7B | 7B | 8B | 8B | 9B | 9B | 10B | 10B | 11B | 11B |
| 64 | 2L | 2H | 2B | 2B | 4B | 4B | 5B | 5B | 6B | 6B | 7B | 7B | 8B | 8B | 9B |
B: Body injuries. H: Head injuries. R: Right Arm injuries. L: Left Arm injuries.
Sword and Dagger Attack Modifiers
- +4 Col: For a Parry & Lunge (Must Parry First)
- +3 Col: For a running Lunge
- +3 Col: If Defender has 1/2 Body injuries
- -3 Col: If Attacker has 1/2 Body injuries
- -2 Col: For a Slash
- -2 Col: For Lunge with Higher Defender
- -4 Col: For Slash with Higher Defender
Strength Modifiers (OP):
- +3 Col: Strength of "18+"
- +2 Col: Strength of "16-17"
- +1 Col: Strength of "14-15"
- -1 Col: Strength of "4-5"
- -2 Col: Strength of "3"
Strange Weapons (OP):
- -3 Col: Pirates with Rapiers or Musketeers with Cutlasses
Defensible Squares — Swordplay Diagrams
Right Handed (Basic) and Left Handed (OP) diagrams mark which squares around a fighter are Defensible (S) versus which allow only a Lunge or Stab with no defense (blank) — the printed card shows this as an arrow diagram around each fighter; the squares marked S are Defensible Squares.
L: Lunge or Stab (Rapier or Dagger). S: Slash (Rapier or Cutlass).
Indefensible Situations
+30 to Dice Roll: "0" Expertise for Defender.
Indefensible when the Attacker is in an Indefensible square, Throwing, Standing Up, Going Prone, Climbing, Shoving, Yanking, Stunned, Swinging, Flipping, Toppling, or with no Weapon.
If a Dagger defends against a Sword, the result is Indefensible if "4-6" is rolled.
Broken Weapons Chart (OP)
| Die Roll | Parry Situation | Results |
|---|---|---|
| 1 | Rapier vs. Dagger | Dagger Broken |
| 1-2 | Cutlass vs. Rapier | Rapier Broken |
| 1-3 | Cutlass vs. Dagger | Dagger Broken |
Injury Effects
- All Body or Head Gone: Eliminated
- 1/2 Body Gone: Move only one Square per Turn. No Jumping, Climbing, or Swinging.
- Right Arm Gone: May no longer use Sword (Dagger if left-handed) or Throw
- Left Arm Gone: May no longer use Dagger (Sword if left-handed).
- Additional Arm injuries become Head injuries.
Swing Distances
- Equal Heights: 2 or 3 Squares.
- Lower to Higher: 2 squares
- Higher to Lower: 3, 4, or 5 squares
- Swinging into a Square with an opponent is an automatic Kick.
Shoving Match Chart
| Difference in Strength | -3+ | -1-2 | 0 | +1+2 | +3+4 | +5+ |
|---|---|---|---|---|---|---|
| (D) Roll to Succeed | 1 | 1-2 | 1-3 | 1-4 | 1-5 | Auto |
Special Attacks and Incidents Table
Thrown Chair and Falls From Height
| Die Roll | Chance to Avoid | Injuries if not Avoided | Not Avoided Steps of Stun | Chances to Fall | Steps of Stun if Falls |
|---|---|---|---|---|---|
| 1 | Avoids | 1B (A) | 1 | Falls | 1 (A) |
| 2 | Avoids | 1H (A) | 2 | Falls | 1 (A) |
| 3 | Hit | 1R (A) | 2 | Falls | 1 (A) |
| 4 | Hit | 2B (A) | 3 | No Fall | 2 (A) |
| 5 | Hit | 2H (A) | 3 | No Fall | 2 (A) |
| 6 | Hit | 2L (A) | 4 | No Fall | 2 (A) |
The Character unit must be in the same square to Throw a Chair unit. A Thrown Chair unit moves a maximum of six squares.
Thrown Mug
| Die Roll | Chance to Avoid | Injuries if not Avoided | Not Avoided Steps of Stun | Chances to Fall | Steps of Stun if Falls |
|---|---|---|---|---|---|
| 1-2 | Avoids | 1L | 1 | Falls | 1 |
| 3 | Avoids | 1B | 1 | Falls | 1 |
| 4 | Hit | 1H | 2 | No Fall | 2 |
| 5-6 | Hit | 1R | 2 | No Fall | 2 |
May be Thrown from the same or an adjacent square. A Thrown Mug unit moves until something is hit.
Waved Hat
| Die Roll | Chance to Avoid | Injuries if not Avoided | Not Avoided Steps of Stun | Chances to Fall | Steps of Stun if Falls |
|---|---|---|---|---|---|
| 1-3 | Avoids | 0 | 1 | No Fall | 0 |
| 4 | Avoids | 0 | 2 | No Fall | 0 |
| 5-6 | Hit | 0 | 2 | No Fall | 0 |
Affects all Character units in Defensible squares.
Thrown Sword
| Die Roll | Chance to Avoid | Injuries if not Avoided | Not Avoided Steps of Stun | Chances to Fall | Steps of Stun if Falls |
|---|---|---|---|---|---|
| 1-3 | Avoids | 0 | 1 | Falls | 1 |
| 4 | Hit | 1R | 2 | No Fall | 2 |
| 5 | Hit | 3B | 2 | No Fall | 2 |
| 6 | Hit | 4B | 2 | No Fall | 2 |
A Thrown Sword unit moves until something is hit.
Thrown Dagger
| Die Roll | Chance to Avoid | Injuries if not Avoided | Not Avoided Steps of Stun | Chances to Fall | Steps of Stun if Falls |
|---|---|---|---|---|---|
| 1-2 | Avoids | 0 | 1 | Falls | 1 |
| 3 | Avoids | 1R | 1 | Falls | 1 |
| 4 | Hit | 4B | 2 | No Fall | 2 |
| 5 | Hit | 5B | 2 | No Fall | 2 |
| 6 | Hit | 6B | 2 | No Fall | 2 |
A Thrown Dagger unit moves until something is hit.
Kick
| Die Roll | Chance to Avoid | Injuries if not Avoided | Not Avoided Steps of Stun | Chances to Fall | Steps of Stun if Falls |
|---|---|---|---|---|---|
| 1-2 | Avoids | 1B | 1 | Falls | 1 |
| 3 | Hit | 1B | 2 | Falls | 1 |
| 4-6 | Hit | 1B | 2 | No Fall | 2 |
Must be in the same square to Kick. Kicked Character unit is moved back one square.
Shoved or Flipped Table
| Die Roll | Chance to Avoid | Injuries if not Avoided | Not Avoided Steps of Stun | Chances to Fall | Steps of Stun if Falls |
|---|---|---|---|---|---|
| 1-2 | Hit (B) | 0 | 1 | Falls | 1 (C) |
| 3 | Hit (B) | 0 | 2 | Falls | 1 (C) |
| 4 | Hit (B) | 0 | 2 | Falls | 2 (C) |
| 5-6 | Hit (B) | 0 | 3 | Falls | 2 (C) |
A Shoved Table unit moves one square. A Flipped Table unit moves its length.
Shoved Chair
| Die Roll | Chance to Avoid | Injuries if not Avoided | Not Avoided Steps of Stun | Chances to Fall | Steps of Stun if Falls |
|---|---|---|---|---|---|
| 1-2 | Avoids | 0 | 1 | Falls | 1 |
| 3 | Hit | 0 | 1 | Falls | 1 |
| 4-6 | Hit | 0 | 2 | No Fall | 2 |
A shoved Chair unit moves one square.
Character Unit on Shoved or Flipped Table
| Die Roll | Chance to Avoid | Injuries if not Avoided | Not Avoided Steps of Stun | Chances to Fall | Steps of Stun if Falls |
|---|---|---|---|---|---|
| 1 | Hit | 0 | 1 | Falls | 1 |
| 2 | Hit | 0 | 1 | Falls | 2 |
| 3 | Hit | 0 | 1 | No Fall | 2 |
| 4-5 | Hit | 0 | 2 | No Fall | 3 |
| 6 | Hit | 0 | 2 | No Fall | 4 |
A Character unit moves with the Table unit. (OP) The Character unit Flipping or Shoving must have a Strength Factor equal to or greater than those on the Table.
Character Unit on Yanked Carpet
| Die Roll | Chance to Avoid | Injuries if not Avoided | Not Avoided Steps of Stun | Chances to Fall | Steps of Stun if Falls |
|---|---|---|---|---|---|
| 1-3 | Hit | 0 | 1 | Falls | 1 |
| 4-5 | Hit | 0 | 2 | No Fall | 2 |
| 6 | Hit | 0 | 2 | No Fall | 3 |
Move Carpet unit one square in the direction of the Yank.
Shoving Match
| Die Roll | Chance to Avoid | Injuries if not Avoided | Not Avoided Steps of Stun | Chances to Fall | Steps of Stun if Falls |
|---|---|---|---|---|---|
| 1-2 | (D) | 0 | 1 | Falls | 1 |
| 3 | (D) | 0 | 1 | No Fall | 1 |
| 4-6 | (D) | 0 | 2 | No Fall | 2 |
Occurs if Character units are in the same square.
Topple Shelf
| Die Roll | Chance to Avoid | Injuries if not Avoided | Not Avoided Steps of Stun | Chances to Fall | Steps of Stun if Falls |
|---|---|---|---|---|---|
| 1-2 | Avoids | 1L | 1 | Falls | 1 |
| 3 | Avoids | 1H | 2 | Falls | 1 |
| 4 | Hit | 1B | 2 | No Fall | 2 |
| 5-6 | Hit | 1R | 3 | No Fall | 2 |
All Mug units on Shelves will break. Shelves will fall into a number of squares equal to the number of Shelves.
Slip on Broken Full Mug Unit (OP)
| Die Roll | Chance to Avoid | Injuries if not Avoided | Not Avoided Steps of Stun | Chances to Fall | Steps of Stun if Falls |
|---|---|---|---|---|---|
| 1-2 | Avoids | 1R | 1 | Falls | 1 |
| 3-4 | Avoids | 1L | 1 | No Fall | 1 |
| 5-6 | Hit | 0 | 1 | No Fall | 2 |
If Falls, will automatically have 1 body injury due to broken glass.
Notes
- B: Body Injury. H: Head Injury. R: Right Arm Injury. L: Left Arm Injury. 0: No Injury.
- (A): Use to resolve Falls from Height.
- (B): Prone unit always avoids a Shoved Table. Standing units are always Hit by a Shoved Table. Prone and Standing units are always Hit by a Flipped Table.
- (C): Use if a Character unit tries to Stand Up under an Upright Table unit.
- (D): Use the Shoving Match Chart to resolve.
Optional Character Determination
- Strength Factor: Roll one die three times, and add together the numbers rolled. For Pirate units, add "3" to this number.
- Endurance Factor: Roll one die three times, and add together the numbers rolled.
- Constitution Factor: Add together the Strength and Endurance factor.
- Expertise Factor: Roll one die three times, and add together the numbers rolled.
- Dexterity: Roll the two dice and consult the Dexterity Table, below:
| Dice Roll | Result |
|---|---|
| 11-61 | Right-handed |
| 62-65 | Left-handed |
| 66 | Ambidextrous |
- Profile: The Constitution Factor is divided between the parts of the body. At least "1" must be assigned to each part.
Random Set Up
A Character unit is always placed on its own ship.
| Dice Roll | Tavern | Ship |
|---|---|---|
| 11 | B2 | A5 |
| 12 | B5 | A5 |
| 13 | B8 | B3 |
| 14 | B11 | B3 |
| 15 | B14 | B7 |
| 16 | D1 | B7 |
| 21 | D4 | B11 |
| 22 | D7 | B11 |
| 23 | D10 | B13 |
| 24 | D13 | B13 |
| 25 | F3 | C5 |
| 26 | F6 | C5 |
| 31 | F9 | C9 |
| 32 | F12 | C9 |
| 33 | F14 | C14 |
| 34 | H1 | C14 |
| 35 | H4 | D3 |
| 36 | H7 | D3 |
| 41 | H10 | D7 |
| 42 | H13 | D7 |
| 43 | J2 | D11 |
| 44 | J5 | D11 |
| 45 | J8 | D13 |
| 46 | J11 | D13 |
| 51 | J14 | E5 |
| 52 | L3 | E5 |
| 53 | L6 | E9 |
| 54 | L9 | E9 |
| 55 | L12 | F3 |
| 56 | L14 | F3 |
| 61 | N2 | F7 |
| 62 | N5 | F7 |
| 63 | N7 | F11 |
| 64 | N10 | F11 |
| 65 | N12 | F13 |
| 66 | N14 | F13 |