Uncharted Passage: Remastered
Uncharted Passage: Remastered Rulebook
Table of Contents
Table of Contents
- Contents
- Solo Mode Game Setup
- Objective of the Game
- Prestige Track
- Gameplay
- End of the Round
- End of the Game
- Sinking of the Ship
- Port Permits for East Asia
- Date Line
- Pirate Infested Area
- Mission Cards
- Port Cards
- Voyage Cards
- Mid-Event Cards
- 2-Player Game Setup (Competitive Mode)
- 2-Player Game Setup (Cooperative Mode)
- Icon Reference
Contents
- 1 Logbook
- 1 World Map
- 30 Port Cards
- 9 First-half Voyage Cards
- 2 Dice
- 24 Ship Markers
- 2 Prestige Markers
- 5 Mid-event Cards
- 9 Second-half Voyage Cards
- 9 Route Mission Cards
- 12 Trade Mission Cards
- 16 Discovery Mission Cards
A pen is required to play this game. No pen is included in the contents.
Solo Mode Game Setup
In Solo Mode, only one color of Prestige Marker and Ship Marker is used.
- Unfold the World Map and place the Prestige Marker on the first space of the Prestige Track.
- Remove 3 of the First-half Voyage Cards and Second-half Voyage Cards from the game without looking at the front, leaving 6 cards each. Remove all but one of the Mid-event Cards from the game.
- Make a pile of 13 Voyage Cards, with the 6 Second-half Voyage Cards on the bottom, 1 Mid-event Card on top of that, and the 6 First-half Voyage Cards on the top.
- Randomly draw 2 Route Mission Cards, 3 Trade Mission Cards, and 4 Discovery Mission Cards and place them face-up in front of you. The remaining mission cards are removed from this game.
- Place the pile of Port Cards, Dice, and Ship Markers next to the World Map.
- Take a new sheet from the Logbook, and have a pen ready. Write today's date in the Date column.
The Logbook Sheet
- Date
- Final Score
- Monthly logbook — Sailing speed, Crew stamina, Armament
- Specialties book
- Crew action reference table
- Ship durability track
- Health track
Objective of the Game
Achieve the highest possible prestige (star) in 12 months without sinking.
Prestige Track
Each time you gain a prestige point during the game, you advance a Prestige Marker on the track to mark it.
When you reach a space with the anchor icon on the Prestige Track, you get one Port Card immediately.
There is no limit to the number of Prestige Points you can earn.
Gameplay
The game is played over a total of 12 rounds, with each round representing a month. As the captain, you will keep a log of your voyage each round. Each round consists of the 1) Planning phase, 2) Pirate phase, 3) Sailing phase, and 4) Anchoring phase.
The game always begins in Lisbon.
Planning Phase
Reveal one card from the top of the Voyage Card pile. The voyage card has information about the voyage this month.
- Resource — The amount of resources available to you this month. Within this number, you need to distribute it between Sailing Speed, Crew Stamina, and Armament.
- Event Title
- Events — The effects that apply to this month. Most effects are applied immediately when revealed.
- Pirate's Combat Power
First, apply the effects of any events that need to be applied immediately.
Then write a number between 1 and 6 in the Sailing Speed, Crew Stamina, and Armament spaces of the first month's logbook. The sum of the three numbers cannot exceed the amount of resources you have, and you can't write down zeros or leave blanks.
Follow any number restraints imposed by events. ex) Crew stamina < 4
Some voyage cards have the number of resources indicated as "1 3 5" or "2 4 6". In this case, you need to write each of the three numbers in the desired space. ex) Sailing speed: 3, Crew stamina: 1, Armament: 5
- Sailing speed — You can sail a number of spaces up to or equal to the number you enter. ex) To get from Lisbon to Sierra Leone, you need a sailing speed of 3.
- Crew stamina — The higher the number you enter, the more actions you can perform in the port. It prevents Scurvy in discovery spots and at sea.
- Armament — Compare the number you enter with the Pirate's Combat Power during the pirate phase. If it is lower than the Pirate's Combat Power, your ship takes damage.
Pirate Phase
Roll the dice and apply the formula indicated on the voyage card. The resulting number is the Pirate's Combat Power. If your Armament is lower than the Pirate's Combat Power, your ship takes damage equal to the difference. Mark an X on the Ship Durability Track in the logbook equal to the amount of damage.
Critical Damage
Whenever you mark an X in the critical-damage space, you must abandon one of your specialties or Port Cards. If you are unable to do so, your ship takes one additional damage.
Gaining and Losing Specialties
When you gain specialties, you mark it by writing the name of the specialties in the Specialties Book in the logbook.
Conversely, if you lose specialties in any manner, you mark it with an X over its name.
Sailing Phase
Take one Ship Marker from the supply. Sail from where you docked in the previous round (Lisbon in the first round) to a space that is within your Sailing Speed. Place the ship marker you just took on the newly arrived space. You'll be docking here this month.
Ship Markers — One new ship marker is placed each round. The ship marker that was placed in the previous round serves as the starting point for the current round. Once a ship marker is placed, it will not be moved, and there will be a total of 12 ship markers on the map at the end of the game.
Detailed Rules for Sailing
- White borders cannot be crossed.
- You cannot pass or land on a pirate space.
- You can stay in place without sailing. (In this case, place a ship marker in the same space.)
- You can only anchor at one final destination. Other spaces you pass while sailing are ignored.
Anchoring Phase
Depending on where you anchor, there are two main ways to proceed.
A. If You Dock at a Port
A port space shows: 1) Port icon, 2) Prestige points, 3) Port name, 4) Specialties.
Advance the Prestige Track by the number of stars indicated in the port space where you arrived.
If it is a port you have already arrived at before, you do not gain any prestige again.
If you have a Mission Card that is accomplished by arriving at a port, you immediately receive its rewards. (Refer to Mission Cards below.)
Then, depending on the number you write in the Crew Stamina space, you can take the corresponding Crew Action in the Crew Action reference table in the logbook. If you want, you can take an action with a lower number than you wrote in.
- 6 — You can perform both purchasing and selling specialties.
- 5 — You can perform both purchasing and selling specialties, and gain one Port Card.
- 4 — You can perform either purchasing or selling specialties, and gain one Port Card.
- 3 — You can perform either purchasing or selling specialties.
- 2 — Gain one Port Card.
- 1 — You can't perform any actions.
Purchasing a Specialty
Write the name of the specialty of the port you are currently docked at in the Specialties Book in the logbook. You can only purchase one specialty at a time. You can also purchase the same type of specialty that you already own.
Selling Specialties
You can sell as many specialties as you want from the Specialties Book in the logbook and gain Prestige. However, you can't sell specialties that are available for purchasing in a port where you are currently docked.
You immediately gain 1 Prestige for each specialty you sell. The value of certain specialties can be changed as a result of the Mid-event. Mark an X on the specialty you sell.
B. If You Anchor at a Place Other Than a Port
When you are anchored outside of a port, the first thing you do is make a Scurvy Check. You may not take any Crew Actions.
Scurvy Check — Compare the total distance sailed this round to the Crew Stamina. If your Crew Stamina is lower, you suffer from Scurvy equal to the difference. Mark Xs on the Health Track in the logbook by the amount of scurvy incurred. Note: this is based on the distance you actually sailed, not the number you wrote in the logbook.
Declining Health — Whenever you mark an X in the declining-health space, you must also mark an X in the topmost unchecked numbered space of the Crew Action reference table. From now on, you can't perform actions on that space, nor can you apply the value to Scurvy Check. (Exception: using Port Card Rum.)
The spaces marked with an exclamation-point icon are Discovery Spots. If you have a mission card that is accomplished by arriving at a Discovery Spot, you immediately receive its rewards. If you arrive at a Discovery Spot without a mission card, you only gain prestige equal to the number of a die you roll. If it is a Discovery Spot you have already arrived at, you do not gain any prestige.
End of the Round
A round ends after you proceed to the anchoring phase. You proceed to the subsequent month's round in the same way.
At the end of the 6th round, you will see the Mid-event Card on top of the voyage card pile. Before you begin the 7th round, reveal the Mid-event Card and place it on one side. For the rest of the round, apply what is written on the Mid-event Card to the game.
End of the Game
After the 12th round, the game ends. Apply the following to the prestige points gained so far.
- Gain 1 prestige point for each prestige star gained from "Adventures of a Sailor" Port Cards.
- Subtract 1 prestige point for the number of times you checked the critical-damage space on the Ship Durability Track.
- Subtract 1 prestige point for the number of times you checked the declining-health space on the Health Track.
Record your final prestige points in the logbook. Based on your score, you earn the following titles:
- ~30: Hapless Explorer
- 31-40: Mediocre Explorer
- 41-45: Veteran Explorer
- 46-50: Historic Explorer
- 51 and above: Legendary Explorer
Sinking of the Ship
At any time during the game, if you check the last space on your Ship Durability Track or Health Track, your ship sinks and the game ends immediately. Any prestige points you gained up to this point are nullified, and you are lost to history without leaving any record. Note that durability and health cannot be recovered once checked.
Port Permits for East Asia
When you dock at a port in East Asia (Hanyang, Sakai, or Hangzhou), different rules are applied than in a normal port. To enter a port, you need to offer specialties to the port official: the first port you enter in East Asia requires 1 specialty goods, the second requires 2, and the third requires 3.
Mark the specialties you offer with an X. When you enter each East Asian port, you gain 2 prestige points and an additional amount of prestige equal to the number rolled on a die. Unlike other ports, you cannot reenter the East Asian ports that you have previously entered.
If you are unable or unwilling to offer specialties, you are considered anchored at sea because you cannot enter a port as usual. You cannot gain prestige through the port, and you cannot accomplish any missions associated with that port. You should make a Scurvy Check as you would if you were anchored at normal sea.
Date Line
You can sail across the Date Line to the other side of the World Map. Spaces with the same letter are considered the same space.
Pirate Infested Area
The 6 spaces adjacent to a pirate icon are the Pirate Infested Area. When you are docked in a Pirate Infested Area and the "Pirate's Raid" Voyage Card is revealed, the effect takes place immediately. You cannot pass or land on the space with the pirate icon.
Mission Cards
Mission cards are divided into three main types: Route, Trade, and Discovery.
Each mission is accomplished as soon as its conditions are met, and you immediately receive the listed rewards. If a region name is listed instead of a specific port, it refers to any port within the region (see color).
Once accomplished, a mission cannot be accomplished again. Turn the accomplished mission card face down.
A mission card shows: A) World Map — shows where you need to anchor to accomplish the mission. B) Mission Name. C) Description of the mission — the objective you need to accomplish to receive the rewards. D) Rewards — gain 1 Prestige Point for each star. If a die is depicted, gain additional points equal to the number rolled. Gain 1 Port Card for each anchor icon.
Route Mission
The mission is accomplished once you dock at any port in each region (regardless of the order you dock and the route you take). For the mission "The Northwestern Passage," you must sail according to the world map on the card.
- "Before the Cherry Blossoms Fall" is accomplished by entering any East Asian port before Round 6.
- "Conquer Antarctica" and "An Ecological Study of Predators" are accomplished by anchoring at all listed Discovery Spots.
- "A Study on Pirate Infested Area" is accomplished by anchoring at 4 different Pirate Infested Areas. Multiple anchors at the same area only count as a single visit.
Trade Mission
If you have the appropriate specialty when you dock at a destination, you can accomplish it immediately. Mark an X on the specialty goods you delivered. Even if you have more than one of that specialty goods, you can only deliver one.
It is a "free action", unlike Selling, which requires a Crew Action, and it does not cost any Crew Stamina.
If the mission is to deliver specialties to East Asia, it cannot be accomplished unless you have entered the East Asian port.
Discovery Mission
The mission is accomplished as soon as you anchor at the Discovery Spot.
- "Legend of Kraken": Gain additional prestige and take Ship Damage equal to the die result.
- "Discover Galapagos Islands": Gain additional prestige and suffer Scurvy equal to the die result. You may use Lime Juice to reduce the amount of Scurvy damage.
Port Cards
Port Cards you acquire during the game are placed face-up in front of you. Port cards are single-use cards that are discarded immediately after use, except for "Adventures of a Sailor".
- Reinforced Rope — You may sail 1 additional space. The extra sailing distance from it does not count toward the Scurvy Check. Ex) With your Sailing Speed at 4, you sailed 5 spaces using Reinforced Rope and anchored at a Discovery Spot. Although your Crew Stamina is only 4, you are considered to have sailed only 4 spaces, so no Scurvy occurs.
- Lime Juice — When Scurvy occurs, reduce the amount by up to 2.
- Exploration Journal — When you get a prestige star on a Discovery Spot, roll 2 dice and choose one. You must decide whether to use Exploration Journal before rolling. You can only use it once for each Discovery Spot.
- Adventures of a Sailor — At the end of the game, earn 1 point per card for the first 3 cards, and 2 points per card thereafter. Ex) If you have 5 cards, you earn a total of 7 points (star x3 + 2-star x2).
- Smoke Bomb — Reduce the Pirate's Combat Power by up to 2. It also can be used to reduce Ship Damage from the Pirate's Raid on the Voyage Card.
- Figurehead — You may reroll any one die.
Port Cards can be played at any time by referring to their abilities. However, you can't play multiple cards of the same name at the same time to enhance their effects. It is possible to play multiple cards with different names at the same time. Ex) With your Armament at 3, the Pirate's Combat Power is 6. Normally, you take 3 ship damage, but you use Rum to increase your Armament to 4 and Smoke Bomb to reduce Pirate's Combat Power to 4, so you take no damage. Discard Rum and Smoke Bomb.
Voyage Cards
Pirate's Combat Power formula (checkmark ≥ die): Roll two dice, then apply the higher number. If you get the same number, apply that number.
Pirate's Combat Power formula (checkmark > die, sum of dice): Roll two dice, and apply the higher number. If you get the same number, add them together.
- Famine — When docked in a port, you must first make a Scurvy Check as if you were anchored at a Discovery Spot or sea, then perform Crew Actions as normal, using your Crew Stamina.
- Pirate's Raid — Immediately roll two dice and apply Ship Damage equal to the difference. If you are not currently in a Pirate Infested Area, ignore the event.
- Plague — Immediately mark an X on the Health Track. Using Lime Juice prevents Plague.
- Rocks — Immediately mark an X on the Ship Durability Track.
Mid-Event Cards
Discover the Coordinates of the Sunken Ship — Once per game, when anchoring at sea, gain the indicated reward if you meet these conditions:
- Sailing Speed ≥ 3: at least 3 spaces away from any Port.
- (Discovery Spot distance) ≥ 2: at least 2 spaces away from any Discovery Spot.
- Crew Stamina ≥ 4.
Regardless of the Crew Stamina required to discover a sunken ship, you must make a Scurvy Check immediately upon anchoring, as per standard rules.
Groceries / Household Goods / Luxury Goods in Vogue — Gain the indicated amount of prestige each time you sell the depicted specialty.
Anti-Piracy Mission — Gain prestige whenever your Armament is higher than the Pirate's Combat Power.
2-Player Game Setup (Competitive Mode)
- Each player takes 12 Ship Markers and 1 Prestige Marker in their color.
- Unfold the World Map and place Prestige Markers on the first space of the Prestige Track, stacking the most recent sailor's marker on top.
- Make a pile of 13 Voyage Cards, exactly as in Solo Mode.
- Randomly draw 1 Route Mission Card, 1 Trade Mission Card, and 2 Discovery Mission Cards and place them face-up near the world map. These 4 cards are Public Mission Cards.
- Each player randomly draws 1 Route Mission Card, 2 Trade Mission Cards, and 3 Discovery Mission Cards. These are your Private Mission Cards. After reviewing them, you may discard 1 mission card and draw a new one of the same type. Remove all other mission cards from the game.
- Place the pile of Port Cards and dice next to the world map.
- Each player takes a sheet of the Logbook and a pen. Write today's date and their captain's name in the Date section.
Prestige Track
When moving your marker on the Prestige track, if it stops on a space already occupied by another player, stack it on top.
During the game, only the first player to enter a space with the anchor icon receives a Port Card. The second player does not receive one.
Gameplay (2-Player Competitive Mode)
All rules are identical to the Solo Mode except for the following:
Planning Phase — Reveal only 1 Voyage Card per Planning Phase. The contents of this card apply equally to both players. Each player writes the numbers in their own Logbook. You do not need to reveal your numbers to your opponent.
Pirate Phase — The Pirate Combat Strength rolled on the dice applies equally to both players. However, players may individually use Port Cards to reduce damage or modify their own dice values.
Sailing & Anchoring Phase — The player with the lower score on the Prestige track goes first. If tied, the player whose marker is on top goes first.
A single space can hold a maximum of 2 Ship Markers, regardless of color. This means you cannot anchor in a space that already contains 2 markers, although you are allowed to sail through it.
If you arrive at a port where another player has already anchored, you always gain only 1 prestige point.
Discovery Spots are unaffected by whether another player has anchored there.
Game End (2-Player Competitive Mode)
After the 12th round, apply additional bonus and penalty points, exactly as in Solo Mode. The player with the higher total Prestige wins. In case of a tie, add up completed Mission Cards, owned specialties, and Port Cards; the player with the higher wins. If it is still a tie, you share the victory.
If any player's ship sinks, the game ends immediately, and the other player is declared the winner.
Port Permits for East Asia (2-Player)
Only 1 ship marker (regardless of color) may enter an East Asian port. Furthermore, the second ship to enter any East Asian port (regardless of color) must offer 2 Specialties, and the third ship must offer 3 Specialties to enter.
Mission Cards (2-Player)
Keep Private Mission Cards in your hand. Once a mission is completed, place it face-up in front of you.
Public Mission Cards can be claimed by either player; the first player to complete the requirement takes the card. Once claimed, it is no longer available to the other player.
Port Cards (2-Player)
The Figurehead card only affects your own dice results.
Mid-Event Cards (2-Player)
Discover the Coordinates of the Sunken Ship is first-to-complete-only.
When gaining prestige from Anti-Piracy Mission simultaneously, the player with the lower score or whose marker is on top moves first.
2-Player Game Setup (Cooperative Mode)
All rules are identical to the Competitive Mode except for the following:
Randomly draw 3 Route Mission Cards, 4 Trade Mission Cards, and 5 Discovery Mission Cards. Players discuss and divide these 12 cards so that each player holds 6 Private Mission Cards (regardless of type). There is no Public Missions. Remove all other mission cards.
Sharing
If both players anchor at the same space during the same round, they may freely exchange or give any Specialty Goods and/or Port Cards to each other. Missions can be completed with these immediately.
Game End (2-Player Cooperative Mode)
After the 12th round, apply additional bonus and penalty points. Then combine both players' prestige points.
If either player's ship sinks, the game ends immediately in a loss for both players.
Record your final prestige points in the logbook. Your team receives a title based on the final result:
- ~70: Hapless Explorers
- 71-80: Mediocre Explorers
- 81-90: Veteran Explorers
- 91-100: Historic Explorers
- 101+: Legendary Explorers
Icon Reference
- Health track X marked: Immediately mark an X on the Health track.
- Ship Durability track X marked: Immediately mark an X on the Ship Durability track.
- Anchor → Scurvy Check: Make a Scurvy Check when docked at a Port.
- Pirate Infested Area → Pirate: roll 2 dice and take Ship Damage equal to the difference, if you are in a Pirate Infested Area.
- Checkmark ≥ die: Roll 2 dice and apply the higher number.
- Checkmark > die (sum if tied): Roll 2 dice and apply the higher number; add them if tied.
- +1 (Scurvy Check → excluded distance): You may sail 1 additional space. (Extra distance excluded from Scurvy Check.)
- Scurvy X, -2: Reduce Scurvy by up to 2.
- Pirate: -2: Reduce Pirate's Combat Power by up to 2.
- Reroll die icon: You may reroll any one die.
- Anchor with card icon: Immediately gain a Port Card.
- Discovery Spot → star, roll: When you get a prestige star on a Discovery Spot, roll 2 dice and choose one.
- Card count track (1/2/3/4+): At the end of the game, earn 1 point per card for the first 3 cards, and 2 points per card thereafter.
- Armament > Pirate's Combat Power → star: Gain prestige whenever your Armament is higher than the Pirate's Combat Power.