The Stuff of Legend
The Stuff of Legend Rulebook
Table of Contents
Table of Contents
Introduction
Your boy has been kidnapped. The Boogeyman crept into the room and dragged him into the closet ... into the twisted world of the Dark. As the bravest of his toys, you have set out on a rescue mission to save the boy, but first you must find him.
The Stuff of Legend is a cooperative game for 3-6 players that lasts 1-2 hours (although plan a little extra time for the first few games). The players play toys who have climbed into the closet to track down the Boogeyman and save the Boy. However, some of you may be traitors, secretly working for the Boogeyman under threat or promise. Be careful whom you trust if you ever want to see the Boy and return home again.
Components
- 1 Boogeyman marker
- 1 Boy marker
- 1 Hero Party marker
- 20 Army markers
- 1 Coin
- 6 Heroes
- 4 Alternate Heroes
- 1 Game board
- 1 Scout token
- 1 Wound marker
- 7 Exit tokens
- 25 Stands
- 1 Rifle token
- 1 Hero Action board
- 1 Rope Bridge token
- 10 Hero sheets
- 2 Special cards
- 15 Leader markers
- 13 Boogeyman cards
- 78 Action cards
- 9 Loyalty cards
- 19 Location cards
- 35 Encounter cards
Overview
As a group, you will explore the land of the Dark, meeting obstacles and (sometimes) allies along the way. You will have to fight or evade the Boogeyman's armies, complete quests to find out where the Boogeyman has taken the Boy, and avoid drawing too much attention, all before the Boy is lost forever.
But be careful... You cannot be sure of the loyalty of all the toys. It is quite possible that one or more of your trusted companions would prefer never to see the Boy again. Remember that your group's loyalties can change throughout the game. Be careful whom you trust, because loyalty is revealed only at the end of the game.
Winning the Game
When the Hero Party enters a space that contains an Exit token, the game ends. All that remains is to determine who (if anyone) has won.
If you are loyal to the Boogeyman, you win the game if either the party moves to a wrong exit, or if the Boy marker ever reaches the "BOY LOST" division on the Time track.
If you are loyal to the Boy, you win the game if the party moves to the exit through which the Boogeyman took the Boy out.
Finding the Exit
There are four possible exits, and only one of them is correct. To find the correct exit, you will have to explore the area and "peek" at the various exits. On the back of each Exit token there is a number from 1 to 7. Usually the correct exit is the one with the highest value. However, if both exits 1 and 7 are among the numbers in play, then exit 1 is the correct exit. Players may get the chance to "peek" at these numbers as they explore the world map and complete quests.
Example A: If the four exits in play are 2, 4, 5 and 7, then exit 7 is the correct exit, since it is the exit with the highest value.
Example B: If the four exits in play are 1, 3, 6 and 7, then exit 1 is the correct exit, since both exits 1 and 7 are in play.
Note: Several events in the game can change your loyalty, including several cards in the Boogeyman deck and the "Muddy the Waters" action card. If you are loyal to the Boogeyman, "Muddy the Waters" is a really good reason to be sly. If you were obvious and the Boy is about to be lost, another player can use this action to swap Loyalty cards with you, especially if you do not have many cards in hand.
Game Setup
To set up the game, follow these steps:
- Place the game board: Unfold the game board and place it in the centre of the play area. Then place the Hero Action board next to it. Place the following markers in the indicated places:
- a. Boogeyman marker: Place the Boogeyman marker on the yellow number 2 of the Attention Level track.
- b. Boy marker: Place the Boy marker on the Time track according to the number of players.
- c. Wound marker: Place the Wound marker to the left of the first division of the Wound track.
- d. Hero Party marker: Place the Hero Party marker in the Brooklyn space on the game board (marked with a tree image).
- e. Exit tokens: Shuffle the seven Exit tokens and, without looking at them, place one face down in each Exit space on the game board. Return the three unused Exit tokens to the box without looking at them.
- Place the Encounter cards: Shuffle each Encounter deck separately. Place one Encounter card of the matching colour face down on each space of the game board (exception: spaces with a "+" icon instead receive two Encounter cards). Lay out the additional Encounter cards face down above the game board (do not use any of the 4 Encounter cards marked with a Colonel icon in the lower right corner unless you are using the Alternate Heroes. See "Using the Alternate Heroes" on p. 17 for details).
- Place the Location cards: Shuffle each Location deck separately. Place one Location card of the matching colour face down on each space of the game board, on top of the Encounter cards previously placed in step 2. There should be no additional Location cards.
- Place the starting enemy armies: Place one enemy Army marker on each space of the game board marked with a toy soldier icon. Place the remaining Army markers within reach, next to the game board.
| Players | Loyalty cards |
|---|---|
| 3 | 1 Loyalty to the Boy; 1 Colonel's Successor |
| 4 | 2 Loyalty to the Boy; 1 Colonel's Successor |
| 5 | 2 Loyalty to the Boy; 1 Loyalty to the Boogeyman; 1 Colonel's Successor |
| 6 | 2 Loyalty to the Boy; 1 Loyalty to the Boogeyman; 1 Colonel's Successor; 1 Scout's Friend |
- c. Deal each player one Loyalty card face down. Players may look at their own Loyalty card, but must be careful to keep it secret unless the card says otherwise.
- Set aside the other markers: Place the Leader markers and the Rope Bridge token next to the game board.
- Reveal the starting locations: Turn the Location cards in the three spaces adjacent to the Brooklyn space face up. You are now ready to begin.
Sequence of Play
- Phase 1: Player Actions.
- Phase 2: Enemy Activation.
Phase 1: Player Actions
Each turn, the players, as a team, may perform a maximum of three actions (regardless of how many players are playing). Any number of players may contribute to each action, but only three actions in total can be performed per turn.
Deciding Who Acts
The players must decide as a group who will perform each action. If they cannot agree, they must hold a formal vote to decide. Players whose Hero markers are already on the Hero Action board (meaning they have recently performed an action) cannot perform an action until the other players have had a chance to do so.
Calling a Vote
A vote may be called for several reasons, including when an action with a vote icon is performed, or when the players cannot decide who should perform the next action. When a vote is called, the players either vote to choose a specific player, or vote "For" or "Against", depending on what they are voting on. Each player gets one vote, starting with the player to the left of the player holding the Colonel's Rifle and moving clockwise. Any ties are resolved by the player with the Colonel's Rifle.
Note: Whenever a card goes to the discard pile, whether it was played or discarded, it must be placed face down in the discard pile without exception. Players are not allowed to look at the cards in the discard pile.
Performing an Action
Once you have been chosen to perform an action, you have three options:
- Perform a basic action.
- Play an Action card from your hand, or
- Skip and discard a card.
In any of these three cases, you must first take your Hero marker and place it in one of the three spots on the Hero Action board. Remember that if your Hero marker is already on the Hero Action board (either in one of the action spots [A], or in the Heroes space [B]), you cannot perform an action until the other players have had a chance to do so.
1. Perform a Basic Action
There are two basic actions you can perform: a) Move and b) Hide. To perform a basic action, discard one Action card of your choice from your hand face down. However, there must be no enemies (armies or leaders) in the same space as the Hero Party marker in order for you to perform a basic action. If there are any, you must choose one of the other two options (play an Action card from your hand or skip your action).
a) Move: Heroes always move as a group, never splitting up. When you perform the Move action, you designate a space on the game board adjacent to the space containing the Hero Party marker (that is, a space directly connected to the Hero Party marker by a trail).
All players (including you) vote "For"/"Against":
- If "Against" wins the vote, the Hero Party marker stays where it is; this action and the discarded Action card are wasted.
- If "For" wins the vote, move the Hero Party marker to the designated space. When moving along a noisy or quiet trail, adjust the Attention Level (see the Quiet and Noisy Trails section on this page). Whenever you enter a new space, cards are revealed and various effects may trigger (see Entering a Space on p. 9 for more details).
b) Hide: When you perform the Hide action, decrease the Attention Level by one division. That is, move the Boogeyman marker on the Attention Level track one division to the left. If it is already at the far left edge of the Attention Level track, you cannot perform this action. The lower the Attention Level, the closer enemies must be to notice and pursue you, and the easier it is to defeat an army on the game board, since fewer toys are needed to stop you (see Attention Level on p. 15 for more details).
2. Play an Action Card from Your Hand
For this option, you choose an Action card in your hand that describes an action, and play that card face up in front of you, then resolve it. You cannot play an Action card that does not describe an action (see Resolving Action Cards on p. 11 for details).
Example: Card (A) can be played as an action because it describes an action. Card (B) has no action described and therefore cannot be played as an action.
3. Skip and Discard a Card
When you choose this option, you simply discard one Action card of your choice from your hand and do nothing else.
Quiet and Noisy Trails
The Attention Level changes not only according to the actions the heroes take, but also according to where they move on the world map. Adjust the Attention Level immediately after moving. The red trails on the game board are noisy and/or heavily patrolled; when the heroes move along them, raise the Attention Level by one division. The green trails are quiet and off the beaten path; when the heroes move along quiet trails, lower the Attention Level by one division.
- Noisy trail (red): +1 Attention
- Quiet trail (green): -1 Attention
End of the Player Turn and Exhausted Heroes
Once three actions have been performed, the players' turn ends. If any player still has a Hero marker on the Hero Action board (those that have already been used), move the Hero markers located on the Hero Action board into the "Exhausted Heroes" space. This ensures that all players get an equal opportunity to take actions if they wish. Hero markers in the "Exhausted Heroes" space stay there until all players have placed their Hero markers on the Hero Action board, after which the players immediately retrieve all Hero markers.
Entering a Space
Whenever the Hero Party enters a new space, do the following:
- If the space is an exit from the game board, the game ends immediately and the players check whether it is the correct exit (see Ending the Game on p. 17 for details).
- Immediately reveal and resolve any Location cards in all spaces adjacent to this space (that is, connected to it by a single trail). See "Locations" below for details.
- Reveal and resolve each Encounter card in the Hero Party's current space. See "Encounters" for details.
Locations
Each space on the game board is assigned one (and only one) Location card at the start of the game. This card shows which Location represents that space and lists any special effects unique to that space.
The Hero Party can see nearby locations as it approaches them. At the start of the game, and each time the party enters a new space, all face-down cards in adjacent spaces are revealed, in any order the players choose. Once revealed, some Locations have a one-time effect and are then discarded, while others remain face up in play until the end of the game (see Phase 2: Enemy Activation on p. 15 for details).
In addition, Locations, like Leaders, may list Boogeyman abilities that activate during the Enemy Activation phase of a turn, provided the Hero Party is close enough to that Location (determined by the Attention Level, exactly as if the Location were an enemy Leader or Army).
Encounters
Encounters represent the obstacles, enemies and allies the heroes meet along the way. When the Hero Party enters a new space, all Encounter cards in that space are revealed and then resolved in any order the players choose. There are four kinds of Encounters.
Army Encounters
An Army Encounter usually adds an Army to the Hero Party's current space, and then the card is discarded. An Army represents the Boogeyman's forces hunting the heroes. An Army is normally destroyed with the "Minion Breakthrough" action, and its current strength is shown on the Attention Level track.
Leader Encounters
As soon as a Leader is revealed, place its card next to the game board for reference and place the corresponding Leader marker on the space. Leaders can affect the heroes while in their space and/or activate during each Enemy turn.
If a Leader is within reach of the Hero Party (according to the Attention Level) during the Enemy Activation phase, resolve any Boogeyman ability (indicated by an icon) on the card.
Note: Leaders can only be killed in a Grand Duel. A Leader's strength is shown at the top of the card and is not affected by the Attention Level.
Ally Encounters
Allies are removed from the game board and placed face up next to it when encountered. From then on they can be discarded to use one of their two abilities.
When the active player wants to use one of an Ally's abilities, they announce which ability they want to use, and a "For"/"Against" vote is held. If "For" wins, the ability is used and the Ally leaves the game (no action is spent). If "Against" wins, the Ally stays in play, and its ability cannot be used for the rest of that player's actions.
Quest Encounters
Quests remain in their spaces after being revealed. While the players are in that space, any of them can attempt the Quest as an action, as if it were an Action card played from their hand. If the icons shown on the Quest are matched by the action, the Quest is completed successfully. Once completed, resolve the text on the Quest and then remove it. If not enough icons are contributed to the action, the Quest is not completed and the action is wasted, but the card stays in the space to be attempted again later.
Quest example: The heroes are in the same space as the Quest "Search the Jungle". Quackers tries to complete the Quest as an action. First, he contributes 2 Scout icons from his Hero sheet; he still needs 3 more, since the Quest shows 5 Scout icons. Assuming the Hero Party can contribute at least 3 more Scout icons (see Assisting an Action on p. 11), Quackers successfully boosts the action and completes the Quest and resolves it. In this case he peeks at one of the two Exit tokens of the jungle, as described on the card. If Quackers cannot gather 5 Scout icons, he fails the Quest, which costs him his action, but the Quest card stays in the space to be tried again later.
Peeking at an Exit
One of the most common rewards for completing a Quest is the chance to peek at a particular Exit. When this happens, the player performing the action takes the indicated Exit token and secretly looks at the number on the back of the token. No other player is allowed to see this number, so be careful! After the player has seen the number, they return the Exit token face down to its position, and then tell the other players what number they saw. The peeking player may choose to fool the other players with a false number if they wish, but they must state a number.
If an Exit token is accidentally revealed during the game, take that token and shuffle it face down with the other Exit tokens in the box, then place one of those Exit tokens at random in the space from which the Exit token came. Finally, all players who managed to peek at that Exit during the game may immediately peek at it again.
Hero Sheets
Hero sheets contain the following information:
- A. Character name.
- B. Characteristics: Specifies whether the hero is an animal or a human. In certain areas of the map, heroes may be treated differently depending on their characteristics.
- C. Skill icons: Two skill icons that the hero always contributes when performing an action. These skill icons represent the hero's core skills.
- D. Strength: A special ability unique to the hero that helps them during the game.
- E. Weakness: A special ability unique to the hero that hinders them during the game. Weaknesses are usually triggered in one way or another by tainted cards (see Tainted Cards and Actions on p. 12).
Resolving Action Cards
Action cards have a wide range of effects, which are listed on the cards themselves. This effect is usually weaker or stronger depending on the number of skill icons contributed to the action, as described on the card.
Skill Icons
- Talk (green)
- Fight (red)
- Scout (blue)
- Wild (yellow)*
(* Wild can be used to boost or assist any type of action.)
Initially, when you perform an action, the skill icons on that card count toward the action by themselves, as do any icons of that type on your Hero sheet.
For example, if an Action card shows 1 Talk icon, and you play Percy, who has 2 more Talk icons on his Hero sheet, then 3 Talk icons have been contributed to this action so far.
You and/or other players can add more cards to this action to increase its effect. When you add more cards to your own action, this is called "boosting" the action. When another player contributes an additional card to your action, this is called "assisting" the action.
Boosting an Action
Simply play any number of cards from your hand that have the matching icons. That is, if you are performing an action with Fight icons, you can only contribute further Fight icons to that action. The exception is that on some Action cards the Wild symbol appears, and it can be applied to any action.
Assisting an Action
To help another player with the action they are performing, you must first get that player's permission. If they agree, play any number of cards from your hand as described above under Boosting an Action. If the active player refuses your help, you may not help with that action, but once they accept your help you may play any card(s) you want to help them with, even if you promised not to play a particular card. It is their own fault for trusting you!
Tainted Cards and Actions
Some Action cards are darker in colour than the others, spoiled by the Boogeyman's shadows. They have more skill icons than a normal Action card. These are called tainted cards, and each time one is used to perform, boost or assist an action, that action becomes "tainted".
Most heroes have a weakness that is triggered when their actions become tainted. If an action is tainted, first resolve the action, and then apply the effects of the active player's weakness.
For example, if one of the Princess's actions is tainted by a tainted Action card played by her or by one of the assisting players, this triggers the weakness on her Hero sheet, called Pride. Her weakness forces each player who assisted her in that action to discard a card of their choice from their hand after the action resolves, because of her Pride.
Princess's weakness, Pride: The Princess is very proud of her skills and finds it hard to accept help from others. When one of the Princess's actions is tainted, she has a fit of pride. Each player assisting her on that turn must discard a card from their hand...
Note: Tainted cards have no unusual effects when they are discarded to pay for basic actions or wounds.
(A) Normal cards. (B) Tainted cards.
Player Action Example
- There are four enemies in the Hero Party's territory (three Armies and one Leader), and the players do not want to stay and fight them.
- To retreat, Harmony places her Hero marker on the Hero Action board and plays "Escape Trouble". She needs 4 Talk icons for it to succeed. There is 1 Talk icon on "Escape Trouble" and 1 Talk icon on her Hero sheet, which still makes only 2 without success.
- Harmony asks the other players for help. Percy volunteers to assist, and Harmony agrees. Percy can play a card from his hand with 2 Talk icons, which gives them a total of 4 Talk icons.
- With the total, the party has enough Talk icons for the action to succeed, so she designates the space the party can flee to. The players vote and agree, and the party moves one space. As described on the "Escape Trouble" card, the Attention Level is lowered by one.
Running Out of Cards
How you and the other players manage the cards in your hands during the game will determine how you navigate and survive in the Dark.
Getting a New Hand
When a player runs out of Action cards, they must immediately pick up and flip the Boogeyman coin (see The Boogeyman Coin on p. 14 for details). After determining the result of the coin flip, they take a new set of cards from the Action deck. Normally a player receives seven cards when drawing a new hand; but the Boy's position on the Time track can affect this (and remember, the Jester always gets two extra cards)!
Important note: If you are allowed to draw a new hand of cards, you must still first flip the Boogeyman coin, as usual.
As soon as you receive your new cards, you can use them immediately, even if you are in the middle of performing an action, asking for assistance, and so on.
Throwing Away Your Hand Early
If you decide that you do not need the rest of your hand, you may at any time ask to discard the rest of your hand and draw a new hand. This calls a "For"/"Against" vote, and if the result of the vote is "For", you may do so. If the result of the vote is "Against", you must keep your cards and cannot ask again until the next turn. Be careful: giving up your hand prematurely can expose you as a traitor.
The Boogeyman Coin
When you flip the Boogeyman coin, it must turn over at least one full revolution. Then take the action corresponding to the result of the coin (Boy face or Boogeyman face), given below:
Boy Face
Move the Boy marker one division down the Time track. If the Boy moves to the "BOY LOST" division, the game ends immediately and all players who are loyal to the Boogeyman win. If the Boy enters a division marked "Hand size -1" or "-2", the players' hand size when drawing a new hand is reduced for the rest of the game. Normally you receive seven cards when refilling your hand, so if the Boy marker is in the Hand size -1 division, you will receive only six cards.
Boogeyman Face
The player who flipped the coin must draw and resolve a card from the Boogeyman deck. Boogeyman cards are revealed and resolved publicly after being drawn. Some take effect and are discarded, others linger, and some remain until another card of that type is drawn. Please consult the effects of the individual cards and the Boogeyman cards for more information.
Boogeyman Cards
There are four different types of Boogeyman cards, each with its own effects. Each of these effects is listed at the bottom of the card (A) and has a unique image on the card (B):
- Fleeting Interest: When you draw one of these cards, resolve it immediately, and then remove it from the game.
- Personal Attention: When you draw one of these cards, place it face up next to your Hero sheet. It affects you for the rest of the game.
- Dark Gift: When you draw one of these cards, give it to another player of your choice, who must place it face up next to their Hero sheet. It affects them for the rest of the game.
- Sinister Games: When you draw one of these cards, place it in the Sinister Games spot on the game board, under the Boogeyman deck. If there is already a card in that space, first remove it from the game. This new card will remain in effect until another Sinister Games card is drawn to replace it.
Note: Players may receive several Personal Attention and Dark Gift Boogeyman cards.
Phase 2: Enemy Activation
After the players have performed their actions for the turn, the Boogeyman's forces activate near the Hero Party at a distance determined by the Attention Level.
Attention Level
As the heroes make more noise, get into more fights, and so on, the Boogeyman pays more attention to them. If they are quiet, sneaking around and hiding, the Boogeyman pays them less attention. When the Attention Level rises, move the Boogeyman marker on the Attention Level track to the right. When the Attention Level falls, move the Boogeyman marker to the left.
The number on the Attention Level indicator shows how far away enemies "sense" the heroes during the Enemy turn. The players must activate each enemy on the game board within that number of spaces from the Hero Party.
For example, if the Attention Level is 2, then all enemies within two spaces of the Hero Party marker (any enemy that is no more than two steps from the party marker) are activated this turn. However, the players may choose the order in which enemies are activated.
Example: Enemy (A) is more than two spaces away from the players' location (D) and thus is outside the Attention Level, so it does not activate. Enemies (B and C) are within the Attention Level distance, so those enemies activate.
Army Strength
The current Attention Level determines how hard it is to defeat each enemy Army. A rising Attention Level indicates that the Boogeyman is fielding larger and better armies in an attempt to hinder the heroes, which affects how difficult it is to kill Armies with the "Minion Breakthrough" action.
Activating an Army
When enemy Armies are activated, they move one space toward the heroes. They may choose any route they prefer, but with each move they must get closer. If an enemy Army is already in the same space as the heroes, when activated the Army stays where it is, and the heroes take 1 wound (see Inflicting Wounds on p. 16 for details). So, if there are 3 enemy Armies in the same space as the heroes when enemies are activated, the heroes take 3 wounds.
Activating Leaders and Locations
In addition to activating Armies, any Leader or Location within the Attention Level radius that has a Boogeyman ability icon on its card does what is stated in the text after that symbol. A Leader may move closer to the heroes, add Armies to the game board, and so on, while a Location may raise the Attention Level or do something else.
Note: Always consult the individual Leader for details of its activation rules. Leaders do not move or inflict wounds unless their cards say so.
Example of Leader Activation: Rose is a Leader in the jungle area of the map. When enemies activate, she is two spaces away from the heroes, and the current Attention Level is 2, so she activates. Since Rose is further than 1 space away from the heroes, she moves 1 space towards them, then the Attention Level is raised by 1 space. (Rose's card: "If the heroes are further than 1 space away, move 1 space towards them. Then, raise the Attention Level by 1 space." Note: if the Attention Level was only 1, Rose would be out of range of the heroes, and would not activate this turn.)
Inflicting Wounds
When a wound is received, the specific player must choose who takes the wound (call a vote to choose the player if there are no volunteers, or if the players cannot otherwise choose who takes the wound). That player moves the Wound marker one division to the right, and then does what is indicated in that division.
The Wound track has six divisions:
| Division | Effect |
|---|---|
| A | Discard 1 card of your choice. |
| B | Discard 2 cards of your choice. |
| C | Discard 3 cards of your choice. |
| D | Flip the Boogeyman coin. |
| E | Flip the Boogeyman coin. |
| F | Flip the Boogeyman coin. |
Note: After performing the effect of division F, place the Wound marker to the left of division A.
If a wound causes a player to discard more cards than they currently have in hand, they must discard the remaining cards after receiving a new hand (see Getting a New Hand on p. 13 for details).
If more than one wound is inflicted, process each wound in turn until all wounds are resolved.
Ending the Game
When the Hero Party enters a space containing an Exit token, the game ends. All that remains is to determine who (if anyone) has won.
First, turn all four Exit tokens face up to determine the "correct" exit. The correct exit is usually the exit with the highest number on it. So, if the four exits in play are 2, 4, 6 and 7, then exit 7 is the correct exit. The exception to this rule is when both exits 1 and 7 are in play. If so, then exit 1 is actually the correct exit (see Finding the Exit on p. 3 for details).
Once the correct exit has been determined, the players turn their Loyalty cards face up, revealing who is loyal to the Boy and who is loyal to the Boogeyman. If the Hero Party reached the correct exit, the heroes who are loyal to the Boy win, while the heroes who are loyal to the Boogeyman lose. If the Hero Party reached an incorrect exit, the heroes who are loyal to the Boy lose, while the heroes who are loyal to the Boogeyman win.
On the other hand, the game ends immediately if the Boy marker ever enters the "BOY LOST" division on the Time track. If this happens, end the game as if the heroes had reached an incorrect exit.
Special Notes on Cards
This section of the rules draws attention to specific cards that may need additional explanation.
Encounters
The Mayor
As a Leader, a Grand Duel is required to defeat him. However, instead of 5 Fight icons, 5 Talk icons must be contributed to the action.
Note: Since Grand Duel cards do not have a Talk symbol, they do not add icons to the action.
Actions
Cards Without Text
Action cards that have no card text (other than a title, if any) cannot be used to perform an action. These cards are useful only for discarding when performing basic actions, boosting, or assisting actions.
Muddy the Waters
This action is a good reason for players to be careful about revealing their loyalty to the Boogeyman. It allows you to swap Loyalty cards with another player. Have the other players decided you are a traitor? Muddy the waters and make them out to be traitors (or just bluff that you will). Was the traitor really obvious, and does it look like the Boy is about to be lost? Muddy the waters and become a traitor so as to join the winning side at the last second.
Scout Ahead
If you peek at more than 1 card, you may peek at cards in several adjacent spaces, or at Encounters that are in the same space. You may tell the other players what you see, but you may not show them the cards; only you are allowed to peek at them. Of course, if you are a traitor and lie about what you see, this can quickly become obvious if the heroes move into that space, so you must be selective about when and where you lie.
After peeking, you may swap any two face-down adjacent Encounter cards on the game board. This swap is not limited to the Encounter cards you peeked at. This can allow a loyal player to avoid a dangerous Encounter, and a traitor to make the road ahead even more treacherous.
Locations
Golem's Pass
You may have noticed that at the start of the game the Jungle is not connected to the rest of the game board. In the Ruined Zoo (red area) there is a Location known as Golem's Pass, which causes a rope bridge leading to the Jungle to appear on the game board. This rope bridge is the only entrance to or exit from the Jungle, and if the rope bridge has not yet been found, then even the "Ride with Bessie" card cannot transport the party into the Jungle.
When placing the Rope Bridge token, it must physically touch both the space it is in and the space directly across the canyon, and must not be placed diagonally. Immediately after placing the Rope Bridge token, reveal the Location in the Jungle that it connects to.
(A) placed correctly and (B) placed incorrectly.
General Notes on the Jungle
In addition, human heroes may be particularly unwelcome in the Jungle, suffering penalties that their fellow animals ignore. Your Hero sheet says whether you are a human or an animal, right under your character's portrait.
Using the Alternate Heroes
The game contains four Alternate Heroes (Fillmore, Monty, Homer, the General), whom players may play as they choose. We recommend not using any of the Alternate Heroes in your first few games.
When using any of the Alternate Heroes, be sure to replace their Encounter card with the corresponding Encounter card listed below during setup. All Alternate Encounter cards have a Colonel icon in the lower right corner and are marked with "(Alt.)" in the title.
- The Monty encounter in the Jungle is replaced by Izzira - Ally (Alt.)
- The Mayor (Fillmore) encounter in Hopscotch is replaced by Hangman Hank - Leader (Alt.)
- The General encounter in the Ruined Zoo is replaced by O'Neal - Leader (Alt.)
- The Homer encounter in the Ruined Zoo is replaced by Torgest - Leader (Alt.)