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
- Assign one player to manage cards; give them placeholder cards 1709–1714 [p.3 — Setup]
- Place board in center; put trackers, tokens, coins, skill dice, and storybooks in general supply [p.3 — Setup]
- Seed challenge dice pool: 8 dice + 2 per player (e.g., 3 players = 14 dice) [p.3 — Setup]
- Each player takes a location card holder [p.3 — Setup]
- Randomly select first player [p.3 — Setup]
- 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
- Choose action — location action, card action, or depart action; no cost/result known yet [p.7 — How to Take a Turn]
- Read cost and action (not the result) from storybook or card; you cannot change your mind now [p.8 — How to Take a Turn]
- Reduce cost — any player may discard 1 matching skill token per 1 cost reduction [p.8 — How to Take a Turn]
- 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]
- 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]
- Suffer penalties from unplaced dice; discard them to penalty section of center [p.10 — How to Take a Turn]
- Read action result from storybook or card [p.10 — How to Take a Turn]
- 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]