4 3 Out Cachot Murs 1D6 Door Walls Jail EXIT * * * * * EXIT * * * * EXIT

Porte. Page 2. Test Exploration No Danger. Low Danger. Medium Danger High Danger. Corruption Speech: Discard 1 Treasure of higher value. Roll 1D6.
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Prison 1-2

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Cachot

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Porte

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Door

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Panique ! Panic!

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EXIT

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Sortie 2

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Walls

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Prison

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Prison 5-6

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*** Life +1

Test Exploration

No Danger

Low Danger

Medium Danger High Danger

Roll 1D6

Heal 1 Wound

1-2 = Success

1 = Success

1-2 = Combat

Cure Paralysis

3-4 = Combat

2-3 = Combat

3-5 = Trap

Check for key

5-6 = Trap

4-5 = Trap

6 = Panic!

6 = Panic!

Bard

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LIF STR SPD Corruption Speech

LUC

Fortune teller LIF STR SPD Queen Scream

LUC

Pirate LIF STR SPD Bawdy Song

LUC

Speed +1

Strength +1

Luck +1

Corruption Speech: Discard 1 Treasure of higher value. Success: Combat canceled, Bard does not Level up. Queen Scream: Deals 1 Wound to both Combatants. Success: If Enemy defeated and Fortune teller lives, Combat won. Bawdy Song: Opportunity to skip Initiative phase. Success: Pirate has initiative in 1st round then enemy in the following rounds.

Your Treasures

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Bouncer

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LIF

Danger Levels

Danger Zone

STR

(1, 2 ou 3 Danger cards)

Enemy or Danger

SPD Frisking

LUC

Spy girl

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LIF STR SPD Pilfer

LUC

Cook

Moonshine

LIF

Turn

STR

1. Timer : Discard a card from Treasures Deck

SPD

2. Movements : Move each dummy once

LUC

3. Exploration : Test of Exploration if Danger, else Rest

Frisking: Shuffle all your keys into Treasures Deck. Pilfer: Discards 1 Treasure of higher value. Moonshine: Cook gain +1 LIF and +1 SPD.

Combat : Draw Enemy & Levels according to Danger, Actions, Initiative, Rounds, End of combat. Traps : Life/Paralysis, Strength/1 Wound around, Speed/Discards Treasures, Luck/Number "1".

32 characteristic counters to cut out 3 Portraits to cut out

Danger Zone Dummy