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Vantage · Reference sheet

Vantage reference sheet

Overview

  • Cooperative, open-world adventure for 1–6 players; 120–180 min [p.1 — Overview and Goal]
  • Each player controls 1 character, crashes onto a unique location, explores independently [p.1 — Overview and Goal]
  • You always succeed at actions; the challenge is avoiding loss of time, morale, or health [p.4 — Gameplay Overview]
  • Win by completing the shared mission, a destiny, or both (epic victory) [p.1 — Overview and Goal]
  • Lose if any player's time, morale, or health reaches 0 (check mission's 'take' storybook entry) [p.13 — End of Game]
  • Each game is standalone — no campaign carry-over except knowledge [p.1 — Overview and Goal]

Setup

  1. Assign one player to manage cards; give them placeholder cards 1709–1714 [p.3 — Setup]
  2. Place board in center; put trackers, tokens, coins, skill dice, and storybooks in general supply [p.3 — Setup]
  3. Seed challenge dice pool: 8 dice + 2 per player (e.g., 3 players = 14 dice) [p.3 — Setup]
  4. Each player takes a location card holder [p.3 — Setup]
  5. Randomly select first player [p.3 — Setup]
  6. Place Book of Vantages back-cover-up (location 000); follow its instructions to assign characters and starting stats [p.3 — Setup]
  • First game: use 'daring' starting level; avoid difficult crash locations [p.3 — Setup]

Turn structure

  1. Choose action — location action, card action, or depart action; no cost/result known yet [p.7 — How to Take a Turn]
  2. Read cost and action (not the result) from storybook or card; you cannot change your mind now [p.8 — How to Take a Turn]
  3. Reduce cost — any player may discard 1 matching skill token per 1 cost reduction [p.8 — How to Take a Turn]
  4. Roll challenge dice equal to remaining cost from the pool; refresh all dice first if pool is too small [p.8 — How to Take a Turn]
  5. Place dice one at a time on open slots in your grid or impact slots on any player's cards [p.9 — How to Take a Turn]
  6. Suffer penalties from unplaced dice; discard them to penalty section of center [p.10 — How to Take a Turn]
  7. Read action result from storybook or card [p.10 — How to Take a Turn]
  8. End turn — pass clockwise; if result says 'continue,' perform another action this turn [p.11 — How to Take a Turn]

Actions

Action Type Storybook? Cost Source Restriction
Location action (move/look/engage/help/take/overpower) Yes (match category + location number) Storybook entry 1 per location per game
Card action (grid, supply, or center card) Yes (match category + card number) Card or storybook May repeat unless stated otherwise
Depart to adjacent listed location No Always cost 1 (move) Uses full turn
Depart to ★ location Yes (Depart storybook) Revealed after declaring direction Uses full turn
Cost ❌ action You choose 1–6 Result depends on chosen number
  • Only 1 action per turn unless result says 'continue' [p.7 — How to Take a Turn]
  • You may not look at a card you are gaining until the action is complete [p.7 — How to Take a Turn]

End of game

  • Mission victory: complete the shared mission (option to continue for destiny) [p.13 — End of Game]
  • Destiny victory: complete a destiny and read its storybook entry [p.13 — End of Game]
  • Epic victory: complete both mission and a destiny [p.13 — End of Game]
  • Loss trigger: any player's time, morale, or health hits 0 → read mission entry in 'take' storybook [p.13 — End of Game]
  • Time-out: you may also end when your allotted play time expires [p.13 — End of Game]
  • On end: return all cards/components to box; everything resets for next game [p.13 — End of Game]

Glossary

  • Boost (🚩): Cubes on cards; spent to activate boost powers at any time on any turn [p.11 — Boost]
  • Challenge dice pool: Shared pool of dice rolled for action costs; refreshes when pool is too small [p.8 — How to Take a Turn]
  • Refresh: Return all challenge dice from grids and penalty section back to the pool [p.8 — How to Take a Turn]
  • Impact slot (⚡/✏️): Dice slot usable by any player (with permission), even from a different location [p.9 — How to Take a Turn]
  • Grid: Your 3×3 tableau of vertical cards with your character in the center [p.12 — Card Grid]
  • Reserve: Vertical cards held outside your grid; no slots/powers usable while reserved [p.12 — Reserve]
  • Supply: Horizontal cards (missions, destinies, items, etc.); no limit; no challenge dice placed on them [p.12 — Supply]
  • Continue: Result instruction requiring (or optionally allowing) an additional action this turn [p.11 — End Your Turn]
  • Setback (🔍 on die): Unplaced setback dice return to pool instead of penalty section [p.10 — How to Take a Turn]
  • Destiny: Horizontal card discovered during play; completing one can end the game [p.4 — Gameplay Overview]
  • Penalty section: Area of the center board where unplaced challenge dice are discarded [p.10 — How to Take a Turn]

FAQ

  • Q: Can I look at my previous location cards? — A: No. You may only look at your current location card [p.4 — Sharing Information]
  • Q: Can I change my action after reading the cost? — A: No. You cannot change your mind after reading the cost and description [p.7 — How to Take a Turn]
  • Q: What if I would gain a card already in my grid? — A: Gain 1 boost on that card instead (if possible) [p.10 — How to Take a Turn]
  • Q: What if a result tells me to lose something I don't have? — A: Ignore it. This only applies to results, not costs [p.10 — How to Take a Turn]
  • Q: What if time/morale/health is already at max 6 and I would gain more? — A: Gain 1 random skill token instead (roll a skill die) [p.10 — How to Take a Turn]
  • Q: Can blank (—) or setback dice be placed on slots? — A: Yes, unless the slot specifies a die face [p.16 — Friendly Reminders]

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