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Quickstart: Pick Up N' Play
Quickstart: Pick Up N' Play
Quickstart: Pick Up N' Play
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of Island of Bees.
The pair of 10’s are send to the discard pile, which Page for combat card info graphic
is face up on the left side of the deck.
Before the turn ends, the gambler decides to move
into cover, but slips on oil he didn’t see. The Discard
Game Master asks for a check, which can be Stack
played from the hand or drawn blindly from the
deck. The gambler decides to draw from the
deck, gets a 2, and slips in the oil. The card used
in the check is discarded The gambler ends their turn. Their foe
attacks them back with a High-Card set, a
single King of hearts.
As a reaction, however, the gambler is able
to use their “Cheat Death” ability, by
discarding a Club from their hand; so
by discarding the ace of clubs the
gambler loses no foundation this turn.
At the beginning of the gamblers next turn,
they have no hand, so they are able to draw
a new hand of five cards, and the process
starts over again.
Introduction Part 3
Checks & Proficiency
During any adventure, there are sure to be Tier of Complication: Value of Card Required to
obstacles that complicate the road ahead; pass: Example of Difficulty
picking a lock, jumping a chasm, or Simple Complication: 4 or Higher: Climb out of a
investigating a trap to name a few! window.
You can attempt to overcome an obstacle by Tough Complication: 7 or Higher: Kick down a
making a check, which is done by drawing wooden door.
and discarding a card from the deck. The Severe Complication: 10 or Higher: Swim against
value of the card will determine the success the tide.
of the action. If the value of the card is higher Absurd Complication: 14 or Higher: Picking a lock
than the complication of the check, the action instead of breaking it.
is successful. If the value of the card is lower Futile Complication: 17 or Higher: Balance on a
or equal to the check's difficulty, than the tightrope.
check then the action will fail. Hopeless Complication: 20 or higher: Climb a
smooth marble wall.
Untrained complications come in three tiers:
Simple, Tough, and Severe. A simple
complication is something that is relatively Combat:
difficult, with little chance of failure. A Tough Westbound Essentials
complication is difficult, and has an even Westbound is a game about telling stories
chance of success and failure. An Severe and playing cards. When your character
complication is very difficult, with a low takes an action in the story, the Game
chance of success. Master may ask you to draw a card from
your deck to Check if the action is
Most checks have an associated skill in successful. When making checks you always
which you can be proficient. When you are want a higher value on the card, and your
proficient in a skill, you may draw two cards Game Master will tell you the result of the
and add their value together; All face cards action based on what you draw for the
are a value of 10. Proficiency makes checks check.
easier, while also allowing characters to
complete checks that are otherwise Severe During combat, players draw hands and
for unskilled characters. There are three tiers use those cards for both offense and
of Trained complication: Absurd, Futile, and defense.
Hopeless. A character's defenses are called
Foundation and Base Foundation. Base
When you are proficient in a skill, you can Foundation is a stack of Face Down cards
choose to only draw one card, and recycle it that represent their health and tolerance for
instead of discarding it, representing how injury. When you take damage, and have no
easy the check is for the character. Foundation, cards are discarded from this
stack. If your stack is entirely discarded, your
character becomes wounded.
Introduction Part 4
Foundation is your character's active
defenses and their ability to avoid injury.
Foundation is a stack of Face Up cards that
lay on top of your Base Foundation. You can Sets:
temporarily add cards to your Foundation The number of cards played in a Set is the
stack by placing cards directly from your hand amount of damage the target takes. Your
into the stack in a numerically sequential and goal with any attack is to reduce the
descending order; the card on top must enemies' foundation until they are wounded.
always be one value lower than the card
below it. When a character takes damage, These are the standard Sets in Westbound.
they first discard cards from their Foundation Your Game Master may determine other
before discarding from their Base Foundation Sets, such as a “Five of a Kind,” in certain
Characters attack by playing Sets of cards circumstances.
from their hand. A Set is a group of cards that
are similar to each other, such as: a pair of
cards of the same value, or five cards of the High Card: A single card of any suit or value.
same suit. For each card discarded in a Set, Pair: Two cards of the same value.
the target takes damage. The goal of any Three of a Kind: Three cards of the same
battle is to force an opponent to discard their value.
Base Foundation. Four of a Kind: Four cards of the same
All cards used in checks, attacks, and value.
discarded from their defenses are sent to the Full House: Three cards of one value and
Discard Pile. When you run out of cards in two cards of another value.
your deck, your character becomes Straight: Fives cards of sequential value.
exhausted, and can no longer perform Flush: Five cards of the same suit.
actions!
That was the Essential Westbound
gameplay! There are more rules, but these Ante up and Draw!
are all that are needed to get you started. Your capabilities in Westbound are not just
based on the hand you draw, but also how
Wounds and Exhaustion you play the cards you’re dealt. Your hand
represents your given circumstances in a
becoming wounded or by becoming exhausted.
Characters become exhausted when they have situation, and you are forced to play through
no cards left in their deck. Once exhausted, they those circumstances. When in battle, if you
can no longer perform actions, even if they have have no cards in your hand at the beginning
a hand. Additionally their movement speed is of your turn, you draw for cards up to your
reduced to 5ft. hand’s limit. Immediately after drawing, you
A character becomes wounded when they have may discard any unwanted cards and redraw
no Base Foundation. A wounded character
up to your hand limit. This is called a
cannot take actions or movements. A wounded
character will discard 10 cards from their deck at “Redraw”
the beginning of every turn, until they are At the beginning of combat, and during your
stabilized or they become exhausted. An ally can turn, you may up your Ante. The Ante
stabilize a character with a Severe Pharmaceutics represents your speed and determines the
check. A stabilized character is able to move, but
only 5ft per round.
Introduction Part 5
order of a battle. As combat begins, you may As long the interaction fits the ability, it can
add any number of cards in your hand to the be used.
ante. As a minor action you may add any Example of using an Archetype Ability:
individual card or set to your ante.
Your position in the turn order remains Three adventurers are walking along
stagnant until you declare that you want to wooded path, when they are set upon by a
use your ante. You may do this as a free small group of bandits. The bandits have
action during your turn, and your position in their weapons drawn, and one steps forward
the turn order will change to reflect the new to say “Leave your weapons and gold, and
order, although you can only have one turn walk back the way you came.”
per round; you can, however, use this if you Seeing an opportunity to thin their enemies
are last in the turn order and then immediately numbers before the battle ensues, the party
become first in the next round. responds with threats. The savage draws his
weapons, and says “All who stand and fight
Exhaustion will die.” Attempting to threaten them through
In Westbound, all actions require a card to be sheer aggression. Secondly, the gambler
discarded. As a day of adventuring wears on, takes out his pistol, and says “Alternatively,
characters will find themselves weary from those who run won’t be chased.” Attempting
their activities, requiring varying degrees of to appeal to their sense of self preservation.
rest. Your deck is your daily stamina, and is Lastly, the wizard brandishes her wand and
slowly whittled down during a day until you says “And those who turn and fight their
are forced to make camp. bandit partners, will be rewarded in gold.”
It doesn’t take much to get your breath back. Attempting to cause suspicion and mistrust
A Breather will only take five minutes, and will among the bandits.
restore most of your vitality. A wounded or In this case, the Savage with the Warrior
unconscious ally may require at least an hour Archetype had the Aggressive archetype
to recover from a wound, bandaging lesions ability, and considering the threat and the
and massaging the stiffness out of muscles. bandit’s cowardly nature, the bandits begin
However, there is nothing better for the body to shake visibly. The Gambler is of the
than a full nights rest of about 8 hours, which Explorer Archetype, and had no ability to
will completely reinvigorate a character. back up his statements, although the GM
thought his words were well put and
Archetypes Abilities threatening, and considering the savage’s
Archetypes come with several abilities which threats, two of the bandits immediately bolt,
give you a leg up in social interactions, leaving only three remaining. The Wizard is
making your words resonate with greater of the Rebel Archetype, and has the
power than they would on their own. They can Dismantle archetype ability, however, she
make your logic more sound, or make others did not know that the remaining three bandits
more emotional when you speak. When you were brothers and trusted one another, so
have an ability, make sure to let the Game the words had no effect on the bandits.
Master know about it when you’re using it.
Archetype abilities require social interactions
to function, and are not a stand in for checks.
Characters
Introduction Part 4
Aloes Agave price of most items, and he is able to pick out
Aloes was raised in the great city of whats sell-able and pocket it without anyone
Buzanbard during the reign of the Dust God. noticing. That being said, he is also trying to
His memories are happy ones, of scrapping, not to steal, or at least to not steal from
scrounging, stealing, and occasionally "Good guys," but his thief instincts often get
sticking people up. Aloes was raised by his him in trouble with his friends.
brothers and this was their way of life, and Aloes is naturally gifted in magic, and is able
Aloes didn't see anything wrong with it. To to use the Levitate Spell. Once per Full Rest,
Aloes, it all seemed like a game, and none of he can choose an object or creature he can
it registered as unlawful or unjust. see and hold them in the air for one minute.
A life on the street in a city under martial This is useful for raising enemies behind
law taught Aloes the value of all the things cover, or for raising the cover of an enemy.
he would slip out of peoples pockets. He In Combat, Aloes gains a "Hold'em," which
learned to move silently, pick locks, pick allows him to draw one card at the start of
pockets, and how to wield a gun in a knife day and add it to all attacks during that day.
fight. He also knows how to properly The Hold'em is not discarded after use, so
maintain his equipment and does so use it as often as possible. Aloes typically
regularly, as he is used to having old and holds his Fancannon in one hand and his
half broken firearms. Trivolver in the other, giving him a effective
When Aloes and his brothers were caught range of up to 90ft away, which includes
and arrested, Aloes was mercifully allowed to melee. Most enemies have trouble firing in
be exiled while his brothers were hung. He close range, so it’s beneficial to run up to
met new friends in Stonefort, although his ranged enemies as you attack them.
street urchin instincts are still strong, and he Aloes also has the "Quickshot" ability, which
will occasionally forget that is is wrong to allows him to discard a Spade suited card
snatch an old lady's purse or stick up a when an enemy leaves full cover and make
saloon. an immediate attack against them. Use this
when you see your enemies trying to shoot
Aloes has gotten out of more than one sticky while running from cover to cover.
situation by pity alone. People seem to Before combat, if you are able to get a Short
empathize with him, and hate to punish Rest and are expecting a fight, you can use
someone who was ignorant of the evils of the Armament ability. This allows allies to
their own actions. recycle cards that are used in Redraws.
Using Armament forces you to discard 10
cards, so don't use it too often!
Playing Aloes: In Social Situations, Aloes is generally
Aloes is a skilled thief, capable of great curious and excitable. When trying to get
stealth and burglary. He has proficiency in something he wants, like information, he will
balancing and sneaking around, as well as use his Archetype ability "Pity." You should
hiding, pick pocketing, and opening locks try to make the target feel bad for you and
without keys. He is also keenly aware of the make them want to mentor you, which is the
best way to use the ability. Try telling people
about your tragic past the next time you want
their help.
Aloes art
Characters
Art
To’ques Art
Characters
The last few entries into the book include:
- Agave killed an innocent armadillo. -1
Gru'uk Mojavehemoth - Agave made everyone armadillo soup. +1
Doctor, Magician, Alchemist; of all things - Dunn Stole from a dead person. -1
Gru'uk is, it is a protector and healer of the sick - Dunn insulted me (and the book). -1
and downtrodden. Gru'uk attempts to lead by - Dunn questioned my judgement about what
example, showing that he is not a "Big dumb goes into the book. -1
ogre," but an intelligent and sensitive person, - Dunn is giving me the silent treatment. -1
with a heart that he guarantees is larger than - Dunn just tried to steal the book. -1
most others: both literally and metaphorically.
Gru'uk is a learned doctor, schooled in the Playing Gru'uk
east where bullets wounds are a common Gru'uk is a magic user, although still new to
sight. He then became an alchemist, and the field. At the start of the game, draw 3 cards
learned how to create health potions, in and place them in front of you face up. Each
addition to various stimulants. Now, he's began one of these cards can be discarded as an
mastering magic as a wizard, hoping to learn action to cast a spell. To cast a spell in
how to manipulate life itself. combat, you must first discard a heart suit card
Gru'uk is committed to what he called "The from your hand.
good," and he refuses to heal those who are Gru'uk is a learned alchemist and talented
not in "The Good." He keeps with him at all speaker. He is proficient in geography,
times a book he called "The Good Book," in mathematics, nature, and everything from this
which he writes the deeds and misdeeds of world that can be studied. He is also proficient
those around him, along with a score. Those in making threats to others, through his clever
who are placed positively he helps and heals wit, his large size, or his powerful magics. With
when they are injured, and those who are not his alchemy, he is also able to make Healing
in good with "the Good," well, he won't let them Potions, only requiring a pint of blood and an
die, but they'll have to heal themselves the old hour.
fashioned way. People often take an entry into In Combat, Gru'uk will use his Illusory
the list as a threat, or some strange form of Scepter to confuse his enemies. Instead of
extortion, especially in how he narrates what dealing damage, all attack cards force the
he is writing into the book directly at the person target to discard cards from their hand, or the
he is putting in. Gru'uk will deny any attempt of next hand they draw if their hand is empty.
coercion on his part, but those around him Gru'uk will often use his dagger in self
believe his is a tad manipulative. defense. Gru'uk also has powerful magic which
Gru'uk is trying to leave a mark on the world, vary depending on the mana you draw.
one that proves that Ogres are not dumb or Gru'uk has a special talent, known as "Gut
violent. He admits to himself that he has Sight." After eating 100lbs of food, he can use
violent urges, but will go to great lengths and his Gut Magic to allow himself to sense all
sacrifice much to prove that he is civilized. edible matter within a 60ft radius. While active,
Gru'uk is especially good at appealing to this ability allows him to know the location of
others sense of legacy, helping convince them everything with a caloric value within 60ft of
to leave their mark. him. He can use his Gut Sight to target
creatures with spells without needing a direct
line of sight.
Spell List
Kiaro
The Meetup
Trouble in Saint Kiaro
False Treasure Room
Triumph at Saint Kiaro is a one-shot
The Hideout
adventurer for 2-5 players characters, and
The Pride of Boss Martyr
takes about three hours to complete. It
What Comes After
revolves around the Player Characters trying
Enemies & Traps
to get a magic weapon from a local gang
New Items
known as the "The Martyrs." The Martyrs
Maps
have created a business by cultivating
undead pockets in the city, spreading rumors
The Adventure Hook
of undead diseases, and offering the local
The Player Characters are contacted by an
government to clear the undead for a tidy
their old ally Puente, a half-Halfling
sum. The leader has a magic Mace of
Half-Human reformed criminal. He informs
undead destruction known as Blights Bane
them the Martyrs, a criminal band, are in
which makes the task of cultivating and
possession of a mighty undead slaying
destroying undead especially easy. The goal
weapon and are exploiting it for money. He
of the players is to take this weapon and free
will suggest liberating the weapon, either as
Stonefort of the Martyr's extortion, and make
a service to the community, or so that the
a little profit at the same time.
players can take over the racket.
Underpass
Gold Dust Exchange
Hardware
Grand Hotel
& Kiaro
Saloon Chapel
Ruined
Home
Butcher &
Ruined Ruined Grocer
Ruined Home Home
Home
Graveyard
Adventure
Scene 3: The Church Inner Sanctum destroy the lock that is keeping the skeletons
Once inside the Church, the players will find in the Grande Hotel. Twenty skeletons will
a large empty ceremonial large pool that attempt to kill any target they can sense, and
outlines the far walls, with stairs near the players can attempt to try and keep the
entrance, and diving to 4ft deep by the end. skeletons at bay by securing the door and
If the gaurds retreat into the inner sanctum, solving the puzzle, or by killing all of the
they will stand in the pool to give themselves skeletons.
cover. Above the altar on the east end of the
chapel is the bell tower. There is a rope that
allows people to climb up, but it is pulled up
while the tower is occupied. The church also
1 2 3 4
include racks of armor, which are emptied if
the guards are able to prepare for the fight. 5
Underneath the bridge at the far end of the
pool is a small tunnel that is 3x3ft, and can 6 7 8
T
1, 3, 4, 8, 11, 12, 13, 14, 16, 17, 22, 27, 29, 31
Barracks
Adventure
Scene 4: False Treasure Room
The locked door under the chapel leads to
this false treasure room. Its is a 15x15ft dirt
room that is supported by wooden beams.
This room contains two chests, a mounted
magic sword, and a a small well used as an
altar by worshipers of the water god. The
water in the well is flush to the top, and holds
a
Each chest contains 500 steel coins, fake
jewelry made of Foolsgold, and a magical
Short Sword named "Eyeless." If the sword is
activated, its user loses their normal vision,
and gain Black Sight while the sword is
active. They can now only see properly in
darkness, and the group is encouraged to
proceed without torches or light.
The well is 30ft deep, and at the bottom is a
plug, that if removed will flood the water
away. Characters who investigate the well
will find a ladder built into the wall, as well as
a rope that can be used to pull the plug. The
now empty passage leads to the hideout.
1 2 3 4
Adventure
6 7 8
Scene 5: The Hideout If Warned by the bell or by a gunfight (They
The
9 false treasure room leads to 12the hideout 13 14will assume a single shot was just a misfire)
10 11
Treasury
through the false well. The hideout includes while on the surface, the crew will believe
a15small 16kitchen,
17 a living
18 area,
19 a sleeping
20 21 22 they are being assaulted by the law and use
area, a treasure room and armory, as well as secret tunnels to move their equipment and
a private room for the 23
boss24of the25Martyrs. 26
treasure out. A few will sneak back into the
There are about 14 men who live in the town and steal any horses the Player
hideout when the Player 27
Characters
28 29
arrive, 30 Characters left in the town.
none are armed, and at least half are If Warned by yelling or gunfire inside the
sleeping. 31
hideout, all the gunmen inside will try to arm
The treasure room and armory contains 10 up to defend themselves, rushing towards
O'l Faithful Pistols, 10 Witchbane Fan 32
the armory, or escaping through various
Cannons, 20 Leather Jerkins, 20 backpacks, escape tunnels. Each room has a hidden
The Martyr
1, 3, 4, 8, 11, 12, 13, 14, 16, 17, 22, 27, 29, 31
and 500 Silver Dollars and 50,000 Steel tunnel which can be used to escape if they
Coins. Door Puzzle cannot reach the armory. Each tunnel leads
100ft away from the camp in a different
direction.
Kitchen
Hideout
Boss
Chambers
Vault
Entrance
INside the base Art
Armory
Barracks
10ft
20ft
12 13 14
Treasury
20 21 Adventure
22
The Martyr
1, 3, 4, 8, separated by three sets locked bars. Behind creature has Five Dust Implements with a
each set of bars are 5 undead, which are range: 5ft - 30ft - 90ft - 20ft*
zle stored here to protect DirgeSinger. When the
player characters enter the room, 5 of the
Blights Bane: This creature has a
two-handed Savage Weapon that has the
undead immediately attack. Kingsblade, Keen, Sweeping, Magic,
DirgeSinger uses Blights Bane in Dazzling, and Dead-Slayer properties.
conjunction with the several pistols he keeps Loose the Dead: As a reaction, when
Hideout
on a bandoleer. He will use the pistols or Padwuen has no more Foundation left, or
mace to break the locks and release more loses a base foundation, he can use a
undead, and can do this as a reaction if he reaction to destroy the locks on the gates
loses all his foundation or takes loses a base and unleash more undead undead.
foundation. The undead will not attack
See back of book for weapon details*
n anyone holding Blights Bane, and will
surround the players, allowing DirgeSinger a
chance to recuperate.
Boss
Chambers
Vault Inside the Room Art
Armory
Enemies
Dwarf Martyr: 30ft: Hand Size 4: Foundation Loaded Gun Trap:
1: Humanoid A gun in a keyhole fires out at any lawman
Damage Type: Physical - Traits: Vigor, trying opening the secret door.
Furtive, Coercion Deadliness: 5c Physical Damage, Pierces
Cast Iron Stomach: This creature has armor
advantage on Mettle checks to resist poison. Concealment: Severe Complication.
Breaker: The armor complication of an Trigger: Turning the key in the wrong lock
enemy based on Non-magical Armor is will fire the gun from of the keyhole.
decreased by one for the consideration of
this creature's Savage Attacks. Skeleton: Medium: 30ft: Hand Size 4:
O'l Faithful Pistol: This creature has a Dust Foundation 1: Undead
Implement with a range: 5ft - 30ft - 90ft - Damage Type: Physical - Traits: Mettle
20ft* Brainless: This cohort requires both verbal
Serrated Dagger: This creature has a and visual instructions to perform a task.
Savage Weapon that causes bleeding. Once set, the cohort will continue the task
until complete, regardless of danger.
Equipped: If given time to equip, they have Bone Armor: The skeleton has a sensory
an Leather Jerkin that provides a Simple complication from Elemental attacks.
Armor Complication. Horde: This creature can attack as a horde.
Dangerous: This creature gains 1 hold'em
Martyr Sniper: 30ft: Hand Size 5: when attacking as a horde.
Foundation 1: Humanoid
Damage Type: Physical - Traits: Vigor, Padwuen DirgeSinger: 30ft: Hand Size 5:
Furtive, Coercion, Observant Foundation 2: Humanoid
Cast Iron Stomach: This creature has Damage Type: Physical - Traits: Vigor,
advantage on Mettle checks to resist poison. Furtive, Coercion
Breaker: The armor complication of an Cast Iron Stomach: This creature has
enemy based on Non-magical Armor is advantage on Mettle checks to resist poison.
decreased by one for the consideration of Breaker: The armor complication of an
this creature's Savage Attacks. enemy based on Non-magical Armor is
Marksman's Rifle: This creature has a Dust decreased by one for the consideration of
Implement with a range: 15ft - 30ft - 105ft - this creature's Savage Attacks.
40ft Bandeleer of O'l Faithful Pistols: This
Serrated Dagger: This creature has a creature has Five Dust Implements with a
Savage Weapon that causes bleeding. range: 5ft - 30ft - 90ft - 20ft*
Trapped Pixie: The Sniper keeps a tiny pixie Blights Bane: This creature has a
trapped in a jar and forces her to cast spells. two-handed Savage Weapon that has the
If the Sniper dies, the Pixie can cast the Heal Kingsblade, Keen, Sweeping, Magic,
spell on him. Dazzling, and Dead-Slayer properties.
Loose the Dead: As a reaction, when
Padwuen has no more Foundation left, or
loses a base foundation, he can use a
Enemies and Weapons
reaction to destroy the locks on the gates
and unleash more undead undead. Blights Bane: Savage Weapon: Medium:
Cost 450 Silver Dollars
Melee Only
Kingsblade: This weapon has a holdem: King
of Spades. This can be applied to all melee
attacks with this weapon.
Dead-Slayer: This weapon has a Holdem:
Queen of Hearts, and Jack of Clubs. This
can be applied to all melee attacks against
undead with this weapon.
Dazzling: Undead have a sensory
complication against the wielder, and
uncontrolled undead cannot attack the
wielder at all.
Keen: When attacked with this weapon, the
enemy’s highest Complication is considered
one tier lower.
Magic: This weapon deals Magic Damage.
Sweeping: Damage from this weapon can be
distributed among several enemies within
melee.