by mirsset
[o]T.I.M.E Stories
Brotherhood of the Coast
1685
Brotherhood of the Coast is the seventh full expansion for T.I.M.E Stories.
In this walkthrough we'll do some moral choices which will get us CRITICAL SUCCESS ending instead of ordinary Mission Successful.
Four player variant.
Selected characters:
Charlotte Gordon (Pirate Captain) – 3 Combat, 2 Dexterity, 2 Charisma / 3 Resistance, 3 Life Points / 2 Gold
/ Broadside Fire: During a Naval Combat, Charlotte changes the * results of your ship roll into ** results.
Alexandre Oexmelin (Pirate Surgeon) - 1 Combat, 3 Dexterity, 2 Charisma / 2 Resistance, 2 Life Points / 1 Gold
/ Healing: As an action, Alexander can heal one agent on his space (including himself).
Make a Dexterity roll. The target recovers 1 Life Point for each * rolled (the target maximum LP cannot be exceeded).
This action is not possible on a LOCK card.
César Bookman (Boatswain) - 3 Combat, 1 Dexterity, 3 Charisma / 3 Resistance, 4 Life Points / 2 Gold
/ Force of Persuasion: César reduces the cost of each ally by 1 Gold (to a minimum of 1).
Dolores del Aguila (Noble Spanish Lady) - 1 Combat, 2 Dexterity, 4 Charisma / 3 Resistance, 2 Life Points / 4 Gold
/ Discreet Allure: When you make a Charisma roll, the * results automatically become ** results.
FIRST RUN
We choose TORTUGA as the port of our choice and Governor's House as our starting location.
[20TU] Governor's House (TORTUGA)
a) one Agent on B learns about one of the Coxons brothers and takes grey state token
b) other Agents on C learn from governor that Jeremiah Coxon has accepted to drop buccaneering
[-2TU move to Galiot's Tavern]
[18TU] Galiot's Tavern (TORTUGA)
a) Alexandre on G takes Item 7 (permanent plan with Location 7)
b) César with other Agents on C have a look at Item 14
c) we spend 5 gold (6-1) and take Item 14 (John Davis)
/ he's Squiffy with Naval Combat ability:
Fire at Will!: John adds 2 dice to all Naval Combat rolls.
Now we know where Jeremiah Coxon resides. It is time to set our sails for Terra Incognita.
[-2TU move to DAME-MARIE]
After resoliving the Time Captain die we need to draw the top AT SEA card, resolve it and discard it from this run.
[AT SEA]
Card I - You lose 2 TU.
[14TU] Terra Incognita Location 7 (DAME-MARIE)
a) one Agent on B takes Item 34 (letter from Tom Coxon with his whereabouts)
/ we place yellow state token on Item 34, this is the permanent item with Agency logo on it
b) other Agents on C listen to Jeremiah Coxon and take pink state token
c) all Agents move to D [-1TU]
d) we let Jeremiah to speak and then reveal E
e) after his speech and because we are softies we let Jeremiah Coxon to live his life in Caribbean
[-2TU move to SAN JUAN]
[AT SEA]
Card II - Spanish merchant ship ahoy!
/ there's no LOCK on this card, so we slip by and continue to SAN JUAN
/ we choose Manolo's Tavern as our starting location
[11TU] Manolo's Tavern (SAN JUAN)
a) all Agents go to D
b) on D pay 2 Gold to take Item 3 (permanent plan with Location 3)
[-2TU move to Castillo San Cristóbal]
[9TU] Castillo San Cristóbal (SAN JUAN)
a) all Agents go to B (Dexterity test)
b) Alexandre Oexmelin rolls with 3 dice, he needs 2* [-1TU]
/ after success he can reveal card B for himself and throw a rope to the agents on B
c) other Agents roll, everyone needs at least 1*
/ it's possible that some agents will die here, doesn't matter if at least one survives
d) all Agents who successfuly did the test on B can now move to F [-1TU]
e) we don't have Item 5, so we need to do Dexterity test (5 shields) [-1TU]
/ I presume another round of rolls is necessary [-1TU]
f) if successful, split your group between spaces G and H [-1TU]
g) Agent on G get the man out by plunging hand in the green magma - take Item 39
/ you liberate Harry Coxon, the agent who touched the green gel draws Item 12 and reads it secretly
/ then take Item 41 (A scroll with many various symbols) and read the ONGOING MISSION card out loud
h) Agent on H should notice symbols on the wall (71 = x20 above . . . above . above ___ above ___)
/ the same combination of symbols is on Item 41 (first row, second column)
[-2TU move to Port]
[2TU] Port (SAN JUAN)
a) all Agents go to C, have a look on Items 23 and 24
b) we spend 2 gold (1 if César lives) and take Item 23 (Kennocha McDonell)
/ she's Master O'Sails with Naval Combat ability:
Keep your Powder Dry: Kennocha enables you to reroll 2 dice of your choice on a Naval Combat roll.
Depending on your TUs you can move around but soon we you will be on 0 TUs.
End of First Run. Draw blue MISSION FAILED (TU) card.
/ keep the Items marked with blue Agency logo
/ 3 Items not marked with blue Agency logo:
/ we keep Item 41 (scroll with symbols), Item 23 (Kennocha McDonell), Item 14 (John Davis)
/ take the discarded AT SEA cards, shuffle them, then place them facedown UNDER the AT SEA deck
/ draw Item 40 (Support an Agent) and read it out loud
/ restart the game with 30 TU
SECOND RUN
We switch César for another receptacle:
Carapoux (Buccaneer) – 2 Combat, 2 Dexterity, 2 Charisma / 2 Resistance, 3 Life Points / 1 Gold
/ Sharpshooter: Place 3 green tokens on this card at the start of any run.
You can spend 1 green token before you make a combat roll.
Then, rather than resolving the roll as usual, remove an entire pile of shields on you space if you get at least 1 *.
We switch Dolores for another receptacle:
Edward Green (Quartermaster) - 2 Combat, 2 Dexterity, 2 Charisma / 3 Resistance, 4 Life Points / 2 Gold
/ Master on Board: During a Naval Combat, Edward changes the blank results of your ship into * results.
We choose ISLA SOMBRERO (Terra Incognita Location 3) as the port of our choice
[30TU] Terra Incognita Location 3 (ISLA SOMBRERO)
a) all Agents go to C, where we can climb up the tree - Dexterity test (3 shields, 1 skull)
b) Alexandre supports (Item 40) Edward
/ Edward rolls with 2 dice and gets 3* automatically from Alexandre [-1TU]
/ if needed other Agents roll as well (without support, only 1 support available per action)
/ if successful take Item 25 (A skull)
c) if all agents are on this space, you can go to Terra Incognita - Location 5
[-2TU move to Terra Incognita Location 5]
[27TU] Terra Incognita Location 5 (ISLA SOMBRERO)
a) all Agents go to C, discard Item 25 then reveal card F
/ you can now explore the fort
b) one Agent moves to E, all other Agents with their allies move to D [-1TU]
c) Agent on E takes Item 8 (explanation of some symbols from Item 41)
d) 3 Agents and 2 allies on D spend 1TU to place 5 barrels in the courtyard (B) [-1TU]
e) all Agents move to B [-1TU]
f) group on B spend 1TU to place 5 barrels on your ship [-1TU]
[-2TU move to PORT ROYAL]
[AT SEA]
Card III - The wind has been growing over the past hour, and you are now dealing with a raging sea!
/ each agent must pass Dexterity test (1 shield) on their own in a maximum of 2 TUs
/ the agents who fail the test die by drowning
/ I presume no deaths and 2 TUs spend
/ we choose Slaves District as our starting location
[19TU] Slaves District (PORT ROYAL)
a) all Agents go to D (we have required state token from previous run)
b) accept Tom Coxon's offer and reveal card F
c) take Item 20 (Tom Coxon)
/ he's captain of the Fancy and crew with Naval Combat ability:
Between Cannonballs: On a Naval Combat roll, Tom cancels 2 skull sides.
d) Tom gives you Item 9 (permanent plan with Location 9)
[-2TU move to Docks]
[17TU] Docks
a) all Agents go to B, where we sell 5 barrels for 20 gold
b) whole group moves to D [-1TU]
c) buy Item 28 (The Santa Anna frigate) for 20 gold
d) buy Item 22 (Ulric O'Brien) for 2 gold
/ he's Lofty Lookout with useful ability:
Know the Ropes: Place 1 green token on this card.
Discard this token to avoid resolving AT SEA card after reading it. Then, discard that card.
e) buy Item 21 (Pinchy) for 4 gold
/ he's Domesticated Monkey with useful ability:
Monkey Business: Place 5 green tokens on this card.
Discard 1 token for each die you want to turn to a * side (2 tokens instead to turn to a **).
This ability does not work on Naval Combat rolls.
[-2TU move to JOHN COXON'S HIDEOUT]
[AT SEA]
Card IV - A British ship is chasing you: you must fight!
/ use green token from Item 22 (Ulric O'Brien) to discard AT SEA card.
[14TU] Terra Incognita Location 9 (JOHN COXON'S HIDEOUT)
a) split your group between spaces B and C
b) on B take Item 42 (A convector) - discard this card at anytime to gain 5 TU.
c) on C take Items 32 (A scroll) and 33 (A compass)
d) discard Item 42 to gain 5 TU [+5TU]
/ PUZZLE TIME
/ bring up Items 32 and 41, follow the instructions on Item 32 to solve Item 41
/ Old man is symbol on Item 41 (6th row, 3rd column)
/ First coordinate (2nd row, 4th column): 3 dots, 3 lines
/ Second coordinate (last row, 1st column): 3 dots, 2 dots, 2 lines
/ with help of Item 8 and symbols in Harry Coxon's prison we are able to decipher these symbols
/ one dot = 1, one line = 5, two dots = 2, two lines = 10 and so on
/ twist comes when greater number is above smaller one, than one must apply multiplication by 20 to greater number above
/ First coordinate (symbols bottom to top): 3 lines = 15, 3 dots = 3, 15+3 = 18
/ Second coordinate: 2 lines = 10, 2 dots = 2, top 3 dots must be count as 3x20, 10+2+60 = 72
Now we are able to use Item 33 (A compass) and sail to coordinates 18/72 (Location 12) without drawing AT SEA card
OPTIONAL: On coordinates 18/71 (Location 11) is possible to acquire a Time Cube.
[-2TU move to LOCATION 12]
[17TU] Terra Incognita Location 12
a) go to Location 21 without rolling the Time Captain die!
[17TU] Terra Incognita Location 21
Important! This is a specific location.
Follow the setup, goal and rules on cards A and A'.
We start on space B, John Coxon's ship starts at space E.
After 3 TU spend Coxon's ship moves on space to right.
If John Coxon leaves card H you must read blue MISSION FAILED (TU) card.
Let's not make that happen.
a) on B we choose to maneuver, our ship loses 2 Life
b) move to space C [-1TU]
c) we will fight, Naval Combat against ship with 7 shields, 7 skulls, 1 heart
d) roll with 6 dice [-1TU]
/ remember: Charlotte turns * into **, Edward turns blanks into *
/ Kennocha enables you to reroll 2 dice, Tom Coxon cancels two rolled skulls
e) our ship loses 1 LP, another roll [-1TU]
/ John Coxon's ship moves from space E to space F
/ I presume test on C successful
f) move to space D [-1TU]
g) on D is regular Combat test with 9 skulls, 1 heart
h) Carapoux spends 1 green token and uses his Sharpshooter ability [-1TU]
/ roll with 2 dice, need at least one *, if no * use one green token from Item 21
/ remove pile of 9 skulls
i) use supporting action to get guaranteed success on last shield
j) move agent pawn to space E [-1TU]
/ John Coxon's ship moves from space F to space G
k) move agent pawn to space F [-1TU]
l) move agent pawn to space G [-1TU]
/ you catch with John Coxon's ship
m) reveal card E - choose to board the ship and reveal card F
n) on F is a Combat test (8 shields, 8 skulls, 1 heart)
o) Carapoux spends 1 green token and uses his Sharpshooter ability [-1TU]
/ roll with 2 dice, need at least one *, if no * use one green token from Item 21
/ remove pile of 8 skulls
p) Edward rolls with 2 dice with support from Charlotte (***), both lose 1 LP
q) Alexandre rolls with 1 dice, he loses 1 LP
/ don't hesitate to use green tokens from Item 21 (Pinchy) to turn bad rolls into *
r) another round of rolls with support from Charlotte [-1TU]
s) once you have won the fight, read the ONGOING MISSION card
t) if your mission is not over yet, take Item 36 (permanent item with Terra Incongnita Locations 24 and 27)
[-2TU move to Terra Incognita Location 27]
[5TU] Terra Incognita Location 27
a) whole group goes to card C
b) on C we attack the Mayas (which is ugly thing to do but we just don't have time for more honest approach)
c) use Carapoux and his last green token and then support from Charlotte for guaranteed success [-1TU]
[-2TU move to Terra Incognita Location 29]
[2TU] Terra Incognita Location 29
a) whole group goes to card B
/ there's a hint in Location 24 about right path
b) we are with Tom Coxon so reveal card F
c) it's up to if you accept his offer, card G will be accessible anyway
d) move to G [-1TU]
e) take Item 35 (A Cube), then read the CRITICAL SUCCESS card
MISSION POINTS
Bob granted you the maximum amount of MP: 50!
---
Retrieve 1 pink beacon, 1 blue, and 1 green.
Last notes:
There is a probability that the time will run out in second run.
It's no big of a deal, because then there's a plenty of time to finish the game in the third run.
This guide just show one of many ways how to finish the scenario.
[/o]