The Goonies: Escape With One-Eyed Willy's Rich Stuff – A Coded Chronicles Game
The Goonies: Escape With One-Eyed Willy's Rich Stuff – A Coded Chronicles Game Rulebook
Table of Contents
Table of Contents
Contents
- 8 Narrative Journals
- 7 Map Tiles
- 43 Clue Cards
- 8 Secret Envelopes
- 1 Dry Erase Map
- 1 Dry Erase Pen
- 1 Doubloon
- 1 Intermission Envelope
- 1 Adventure Guide
Set Up
- Hand out the Journals to as many different players as possible so that more people can participate in looking up results. Hint: Mikey requires the most reading in Act 1 and Chunk requires the most reading in Act 2. Give these journals to people comfortable reading out loud.
- Place the stack of Map Tiles face-down in alphabetical order.
- Place the deck of Clue Cards face-down in numerical order next to the Map Tiles.
- You start the game with the Doubloon, Treasure Map, and the Secret Envelopes. You may look at the outside of the sealed envelopes, but do not open them until instructed to do so.
How to Play
Mapping the Caves
Throughout the game you will be placing Map Tiles on the table that represent areas of the caves underneath The Lighthouse Lounge. As you explore, you'll add more rooms to the cave system. Each Map Tile can only fit in one specific location. You will always be told which tile to place and where to place it in relation to cards and maps you have already discovered.
As you progress through the game, you may gain or lose access to characters. Like the Map Tiles, you will be instructed where to place characters as you play. You can move any character into any cavern that they can access through open passageways, including moving backward through already explored areas. It is important to work together to complete this game – no individual player has total control of any specific character. For example, any player at the table can control Mikey, and his actions should be determined by the group reaching an agreement.
(Allow space to reveal a large cave system "map".)
Using the Characters
Each character has a unique ability:
Mikey can EXPLORE (1), Brand can PICK-UP (2), Mouth can DECIPHER (3), Andy can USE (4), Stef can EXPLAIN (5), Chunk can both EXPLORE (6) and PICK-UP (7), Sloth can USE (8), and Data is all about Gadgets.
To find clues and put abilities to use, slide an available character so that the number on the character is lined up at the beginning of a number on a Map Tile or Clue Card. This will create a 4-digit code that you will use to look up a clue in the respective Journal.
Example: Mikey can EXPLORE a room, so to look at the items around him, place Mikey's mover, notated with a 1, next to a number in a room, say 101. Put those 4 digits together and look up entry 1101 in Mikey's Journal, where you will find dialog and information about the items.
Character number + 3-digit number = Journal entry code.
Players with the USE ability work slightly differently. You can never USE a 3-digit number that already exists. To USE you must combine two items together. One item will have a 1-digit code on it and the other must have a 2-digit code on it. You will put them both together to create a 3-digit number. The easiest way to create the 3-digit number is to think about using X (1-digit) with or on Y (2-digits). Once you've combined the two items, put the character number associated with USE (4 for Andy or 8 for Sloth) in front of the 3-digit code you just created and look up the entry in the respective Journal.
Example: Andy wants to use a wrench, which has a 9 on it, to repair a lantern that has the number 34 on it. She combines the two together to make the 3-digit number 934 and then places the 4 in front of it to make the code 4934. Remember that the USE number (4) or (8) must always be the first number in any code.
Andy's character number + 1-digit number + 2-digit number = 4-digit Journal entry code.
Have the characters interact with anything and everything! Unless a character has the USE ability, they can interact with any 3-digit number found in any location. Occasionally as you EXPLORE, PICK-UP, DECIPHER etc. you will be asked to move the Fratelli token forward. This does not mean you did anything wrong! You will rarely get penalized unless you are solving a puzzle.
Solving Puzzles
All puzzles in this game can be solved without knowledge from outside the game.
When you solve a puzzle, you may be asked to remove or reveal Clue Cards, add Map Tiles, and open Secret Envelopes. Please follow the directions carefully!
There may be times when you're asked to reveal or remove cards that you've already revealed or removed. You may even be asked to remove a card that you've never even seen. This is okay! It means you've solved the puzzle quicker – you're just that amazing!
Caught by the Fratellis
It is possible in this game for the Fratellis to catch you. This does not mean the game is over. When you are attempting to solve a puzzle (such as opening a locked door) and you look up a wrong code, the Fratellis may move one space closer to you. If they ever move into a room you are standing in, mark a box on the CAUGHT BY THE FRATELLIS TRACKER (see below). This will affect your score at the end of the game.
Once you have marked the track, move the Fratelli token back to the first space in the previous room. Then continue your game from there.
Intermission
The Goonies: Escape with One-Eyed Willy's Rich Stuff plays out in three Acts. You may choose to play the game in one sitting. If you prefer to pause and return to the game at another time, there are directions at the end of each Act on how to pack up and continue playing at a later time.
You Are Now Ready to Start!
To begin, read entry 1000 in Mikey's Journal.
Continue to decipher codes, find clues, solve puzzles, and combine your abilities until the Goonies Escape with One-Eyed Willy's Rich Stuff!
Hints
To use a hint, use the chart below. Find the letter for the room you are stuck in. Then look up the code in the respective Journal. Use the hints in order to avoid spoiling future puzzles. Note, you will need to move the Fratellis one space forward when you use the second hint or solution in a room.
| Room | Puzzle | Hint 1 | Hint 2 | Solution |
|---|---|---|---|---|
| Attic | The Doubloon | 1150 | 1250 | |
| A | The Pipes | 3150 | 3250 | |
| B | Boulders Exit | 2150 | 2250 | |
| C | Checkerboard: Puzzle 1 | 4000 | 4100 | |
| C | Checkerboard: Puzzle 2 | 4050 | 4150 |
Caught by the Fratellis Tracker
Six circles to mark, one for each time the Fratellis catch you.
End Game Score
Once you have completed the game, use the chart below to measure your achievement level.
| Number of Unscripted Endings | Achievement Level |
|---|---|
| 0 | The Goondocks are saved! Goonies never say die. |
| 1 | HEY, YOU GUYS are awesome! |
| 2-3 | At least you got the rich stuff. |
| 4-5 | You watch the Inferno sail off into the sunset with all of the treasure... |
| 6+ | The sun is rising over another town. |