The Goonies: Never Say Die
The Goonies: Never Say Die Rulebook
Table of Contents
Table of Contents
Game Overview
Players: in each adventure, the Goonies have a different objective they must complete to win, which they may not know when they start but will discover as they play.
GM: the Goondocks Master (GM) always has the same objective—to keep the Goonies from winning long enough to move all the sand down the hourglass.
The Goonies win or lose as a team, while the GM wins or loses individually.
Round (alternate rounds until either the GM or the Goonies win):
- Goonies round
- GM round
Dice Checks
Abilities:
- Strength
- Dexterity
- Search
Difficulty: a number of successes (Bone symbols) you must roll to pass the check and finish the action or ability.
Bones symbols: successes.
GM symbols: whenever any player rolls a GM symbol, the GM gains one GM token for each GM symbol rolled.
Upgrading Dice
To Upgrade a die, the player must spend a token. For each token spent, replace the smallest die with the next larger die:
- Goonies spend Wish tokens
- GM spends GM tokens
Teamwork
A Goonie may ask for help on a check from another Goonie in the same room (the other Goonie spends a Wish token to give one die of the check's type).
Exception: a Goonie may ask for Teamwork from a Goonie in either room connected to that passage when:
- Removing Rubble tokens from a Blocked Passage
- Moving through a Dangerous Passage
A die given through Teamwork cannot be Upgraded.
Important: players may never roll more than three dice.
Wish Tokens
A Goonie gains a Wish token at the start of each Goonies round (except the first) and also whenever they defeat a foe.
They may spend a Wish token to:
- Upgrade (any number of times): replace the smallest die with the next larger die.
- Give Teamwork (once per check): give one die to a Goonie doing a check in your room (or a connected passage when removing Rubble tokens or moving through a Dangerous Passage).
- Defend (any number of times): prevent taking 1 damage.
GM Tokens
The GM gains a GM token at the start of each GM round and whenever a GM symbol is rolled, whether by them or by a Goonie.
They may spend a GM token to:
- Upgrade (any number of times): replace the smallest die with the next larger die.
- GM Cards (any number of times): draw or play one additional GM card.
- End Is Nigh (GM card with Hourglass): do an End is Nigh roll.
Teenager Cards
Whenever the GM moves a Sand token to the bottom of the Hourglass, the Goonies may choose one Teenager card to flip face up again.
Winning the Game
- GM: wins if they start a GM round with all four Sand tokens at the bottom of the Hourglass.
- The Goonies: win if they complete the objective for the adventure.
Setup
Game Setup (summary)
- Each Goonies player chooses a Goonie (if there is only one Goonies player, they choose two Goonies). Take the miniature figure, placard, and any cards or tokens for that Goonie (Data has six cards and one token; Mouth has three cards).
Adventure Setup (summary)
- Take any Adventure GM cards specified in the Adventure Guide (Adventure 1 doesn't use any Adventure GM cards) and shuffle them together with the 24 basic GM cards to create the GM deck. Place the GM deck face down next to the game board.
- For each Goonie in the game, draw one GM card and take one GM token.
- Set up the starting room (and only the starting room) shown on the Adventure Map:
- Look for the room on the map with the Start token and place the Start token in that room on the game board.
- Place any other tokens shown in the room and all passages connected to that room.
- Place an Unexplored token in each room connected by a passage.
Goonies Round
Start of Round (Skip on the first round)
Each Goonie starts the round by doing the following, in order:
- Gain a Wish token
- Flip their placard face up
Goonie Turn
Each Goonie player takes a turn (each round, may take their turns in any order).
On a Goonie's turn, they do the following, in any order:
- Take up to two actions (if Stunned, skip both actions and discard the Stunned token).
- Use any number of their Item and Treasure cards.
- Use their special abilities, as shown on their placard.
Actions
Goonies may take up to two actions in any order and may take the same action twice in the same turn:
- Move to an adjacent room
- Secret Passages: the GM only places Secret Passages when specific conditions are met, as specified in the Adventure Guide. Once a Secret Passage is placed on the game board, it may be moved through as normal.
- Dangerous Passages: a Goonie must pass a Dexterity (1) check to move through a Dangerous Passage (a passage with Dangerous symbol). If they fail, the Goonie cannot move, but may try again with another action.
- Blocked Passages: if a passage has any Rubble tokens on it, it is blocked. Rooms connected by a Blocked Passage are not adjacent and cannot be moved through.
- Search a token in your room (token with search symbol)
- In order:
- Tell the GM which token they are searching.
- Do a Search check:
- No matter what they roll, they draw one Item card.
- If they roll two or more successes, they also draw one Treasure card.
- Searched Tokens:
- Pirate Stash: remove it from the game board.
- Bone Pile: leaves it on the game board but flips (and cannot be searched anymore).
- In order:
- Attack a foe in your room
- A Goonie that defeats a foe gains a Wish token.
- Rest to gain a Wish token
- Treasure Action as listed on one of your Treasure cards
- Adventure Action to remove Rubble tokens, Trapped tokens, or to take an adventure specific action
- Remove Rubble tokens: a Strength check, and for each success, they remove one Rubble token from that passage.
- Remove Trapped token state: while Trapped, the only action a Goonie can take is an Adventure action to do a Dexterity (1) check (if they pass, remove Trapped token).
React Effects — Playing GM Cards During Goonie Turns
The GM may play cards for their React effect (no same name restriction) and they do not need to spend GM tokens to do so. Discard the card when played.
End of Round
After all Goonies have taken a turn (each Goonie in order):
- Give any number of Item and Treasure cards to any other Goonies in their room.
- Discard down to two Treasure cards (Legendary Treasure cards do not count).
- Discard down to their Wish token maximum, as shown on their placard.
GM Round
The GM takes their turn by doing the following, in order:
- Gain a GM token
- Activate all the foes (and Boss foes) on the game board (if is Stunned, skip both actions and discard Stunned token):
- All foes may take a Move action:
- Adjacent room (cannot move into an Unexplored room).
- Not affected by the Pit token or Dangerous Passages.
- Moving is optional.
- All foes may take an Attack action:
- GM may use each foe to attack a Goonie in the same room.
- If there are multiple foes and Goonies in the same room, each foe must attack a different Goonie (if possible).
- Boss foes: they may skip their Attack action to remove all Rubble tokens.
- All foes may take a Move action:
- Draw one GM card
- Play one GM card (optional):
- The GM cannot play two cards with the same name during one GM round.
- Use that card's GM Turn effect, and then discard it.
- End of GM Round: discard GM cards down to five.
End is Nigh Rolls
GM may play a GM card with an Hourglass to do an End is Nigh roll:
- Take 3 red dice.
- Spend GM tokens to Upgrade dice (optional).
- Roll:
- More than 2 successes: move a Sand token to the bottom of the Hourglass (Goonies may choose one Teenager card to flip face up again).
- Otherwise: shuffle the GM card into the GM deck.
If the End is Nigh roll succeeds (GM moves a Sand token), the GM card is discarded. If a card with an Hourglass is discarded for any other reason, it is shuffled into the GM deck instead.
The Hourglass
GM wins if they start a GM round with all four Sand tokens at the bottom of the Hourglass.
The GM moves a Sand token to the bottom of the Hourglass when:
- A Goonie accumulates damage equal to or greater than their Health.
- The GM passes an "End is Nigh" roll.
- If Sand token is moved, Goonies may flip one Teenager card face up.
Combat
Attacks
- For each success, deal 1 damage.
- When the GM activates foes, if there are multiple foes and Goonies in the same room, each foe must attack a different Goonie (if possible).
Defending
- A Goonie may prevent 1 damage by spending one Wish token. They may prevent any number of damage, as long as they have enough tokens.
Defeating Foes
- If a foe accumulates Damage tokens equal to or greater than their Health, they are defeated and removed from the game board.
- A Goonie that defeats a foe gains a Wish token.
Goonies Never Say Die!
- If a Goonie accumulates Damage tokens equal to or greater than their Health, the GM moves a Sand token to the bottom of the Hourglass and the Goonies may flip one face-down Teenager card face up again.
- The Goonie stays in the room they were damaged in, and at the end of that GM round, that Goonie removes all Damage tokens next to their placard and any Trapped or Stunned tokens next to their figure.
Environmental Tokens
Rubble Tokens
- Block movement between connected rooms (Goonies or foes).
- Rooms connected by a Blocked Passage are not adjacent.
- A Goonie takes an Adventure action to remove Rubble tokens: Strength check (for each success, they remove one Rubble token).
- A Boss foe (no other foes) may skip their Attack action to remove all Rubble tokens.
Pit Token
- If Pit token is placed in a room with a Goonie or a Goonie moves into a room with the Pit token, that Goonie must pass a Dexterity (1) check or become Trapped.
- If the Goonie had any remaining movement from an action, or Treasure card or special ability before becoming Trapped, the remaining movement is lost (check Trapped Token about allowed player actions).
- Foes are not affected by the Pit token.
Flooded Token
- When a Goonie is in a room with the Flooded token, they must spend two Wish tokens instead of one when Upgrading a die or giving Teamwork.
- Foes are not affected by the Flooded token.
Condition Tokens
Trapped Tokens
- While Trapped, the only action a Goonie can take is an Adventure action to do a Dexterity (1) check. If they pass, they escape, removing the Trapped token.
- Goonies cannot give Teamwork when Trapped.
Stunned Tokens
- Stunned Goonies cannot use cards, special abilities or give Teamwork.
- If a Goonie becomes Stunned during their turn, their turn immediately ends.
- If a Goonie or foe starts their turn or activation while Stunned, skip both their actions and discard the Stunned token.
- After a Stunned token is removed, a Goonie may still use Item cards, Treasure cards, and special abilities in the same turn, as long as they don't require actions to use.
FAQs
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What do I do if a deck runs out of cards? When you need to draw a card, shuffle the discard pile to form a new deck.
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What do I do if I run out of a component?
- If you run out of Wish, GM, Damage, or Trapped/Stunned tokens, use any substitute you have available, such as coins.
- If you need to place a foe or another token and all copies are already on the game board, the player that is placing it removes one from anywhere on the game board and places it.
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What does the GM keep private and what's made public?
- The GM keeps the Adventure Guide private, as well as adventure components not yet revealed and the GM cards in their hand.
- The GM must make public the number of GM tokens they have, the number of GM cards in their hand, and the placards and cards for any foes on the game board, including Boss foes.
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Can I choose not to roll my own dice and get multiple dice from Teamwork? No. You must use the two dice shown on your placard. But you may spend Wish tokens to Upgrade them before you ask for Teamwork.
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If a Treasure card lets me attack multiple foes in the same room, do I roll dice for each foe? No. Roll once and apply the same result to each foe.
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Do I get anything if I roll more damage than is needed to defeat a foe? The extra damage is lost, unless Chunk is using his "Riled Up" special ability. In that case, he can apply the extra damage to other foes in the same room.
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Can I use Item and Treasure cards that say "a Goonie in your room" on myself? Yes.
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How do I find Secret Passages? You are more likely to find secret passages if you thoroughly explore and search (with great success) every Pirate Stash and Bone Pile token.
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Is placing a Goonie or foe the same as moving them? No. "Placing" and "moving" are not the same. Placing a Goonie or foe is not considered a Move action and does not trigger effects that refer to when they "move."