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Journey To The Overland QRS Cheat Sheet by

Quick Reference Table for JTO

Beginning Play

1. Pull an Event Card
2. Pull a Weather Card
3. Choose A Daily Action
4. Commit Action
6. If Traveling, Check for an Encounter
5. If Traveling, Check for Getting Lost
7. Eat meal. Pay for Lodging.
8. Pay Taxes on Money Earned.
After you have created and equipped your Player Character (See: Determ­ining Starting Charac­ter­ist­ics), separate the Event, Weather, Encounter and (if in play) Quest cards. Shuffle each Card Deck and set each deck out on the table. Play begins by performing the steps above.

Starting Charac­ter­istics Modifiers Tables

01-20
add 20
21-40
add 15
41-60
add 10
61-70
add 5
71-90
add 0
91-00
subtract 5
Roll d100 dice and apply the modifiers to get a final score. Make seven of these rolls, modifying each roll as listed, then assign one of the seven numbers to each starting charac­ter­istic. In addition each player gets a 10 point Bonus Pool. Use these points to increase any score rolled by as much as +5 but no less than +2.

Experience Points Table - Combat

XPs
Actions or Kills
1,000
xp's per level of opponent
1,000
xp's for killing opponent in a fistfight
1,000
xp's for killing a Wizard
1,000
xp's for killing a Magician
1,000
xp's for killing a Knight or Warrior
1,000
xp's for each battle won (involving troops)
5,000
xp's for killing King of Overland
8,000
xp's for killing Dragon Valron
10,000
xp's for killing Wizard Morcai
This table only lists XPs gained for combat related actions. See the Non Combat Experience Point Table for XPs earned for non-combat related actions.

Experience Points To Spend Table

Level
Total Experience
XPs to Spend
1
0 - 30,000
5,000
2
30,001 - 55,000
10,00
3
55,001 - 100,000
15,000
4
101,001 - 175,000
20,000
5
175,001 - 250,000
25,000
6
250,001 - 350,000
30,000
7
350,001 - 450,000
35,000
8
450,001 - 550,000
40,000
9
550,001 - 650,000
45,000
10
650,001 - 750,000
50,000
Once a Character acquires a certain amount of Experience Points he will receive a set number of Experience Points to Spend (XPS). These Experience Points can then be used to purchase skills, traits or advanced skills or other abilities where indicated in the rules.

Percent Encounter Table

Terrain
Percent Chance of Encounter
Mountain
45%
Desert
30%
Hills
55%
Openla­nd/­Plains
75%
Icelan­d/T­undra
30%
Wood/F­orest
45%
Swamps
25%
Darkmen's Domain
20%
Check on the above table for having an Encounter in the terrain you are ‘enter­ing’. Roll d100 (perce­ntile dice). If the roll is equal to or less than the “Percent Chance” listed for that terrain pull an “Encounter Card” before you move for the day. If entering a town or castle check for an encounter using the terrain the town or castle is located on unless you have already had an encounter.

Random Direction Table

Roll
Direction
01-02
North
03
Northeast
04
Northwest
05
East
06
West
07
Southeast
08
Southwest
09-10
South
Roll 1d10 and consult the table above whenever you are instructed to move in a random direction or need to determine a random direction.

Shields

Weapon
Modifier
Break
Cost (gold)
Small Round Shield
+10
01-10
20
Buckler
+12
01-08
30
Large Round Shield
+15
01-08
25
Kite Shield
+15
01-05
30
Tower Shield
+25
01-05
35
Shields are used to increase a charac­ter’s defense percent score. The modifiers for the shield used are added to the charac­ter’s defense percent score as part of the total. A shield will break and be useless if a character striking it lands a blow with a result (number rolled) that is equal to or anywhere between its break numbers.

Hand Weapons Table

Weapon
Modifier
Damage
Cost
Dagger
+5
5
5
Short Sword
+7
8
20
Broadsword
+10
12
50
Saber@@@
+9 / +11
10
50
Longsword
+9
15
75
Greatsword
-4
18
85
Mace
+9
9
40
Mornin­gstar@@
+4
12
50
Hand Axe
-5
15
50
Battle Axe
-7
20
100
Great Axe@
-10
25
125
War Club@
+10
20
150
War Hammer@
-15
35
175
Weapons can be bought at any town or castle for the prices shown. The column titled ‘modifier’ displays the amount added to a charac­ter’s Ability score when using the weapon in combat and rolling for a strike. ‘Damage’ is the amount of harm done to an opponent from a strike by a character using that weapon.
(@) indicates a weapon which must be wielded two handed. (@@) adds 5 to the normal break score of any shield. (@@@) Saber modifier increases to +11 when used while mounted

Attack On Dragon Valron Table

Roll (1d10)
Area Hit by Attack
1
Valron is struck in the heart; your first attack kills him!
2-4
Your attack deflects off his scales; no effect!
5
You strike Valron in the left eye causing him to land in a random hex located 1d10 away from the town;
6-8
Valron is wounded and returns home without causing any damage to the town!
9-10
Valron evades your attack and swoops down and fires a blast of fire at you doing -50 damage!

The Knight's Oath!

Quest Reward Table

Roll
Reward
01-20
You receive 2,000 gold
21-40
You receive one cavalry and one infantry unit
41-60
You receive 3,000 gold and two infantry units
61-80
You are given one hex of your choice;
81-00
You are given 5,000 gold.
Knights who fulfill their Quest are well rewarded by the King. Players whose Knight has succes­sfully completed a quest should roll d100 on the table above to determine their reward.

Arena Push Back Table

Roll (1d10)
Result
01
Move back one space
02
Move back two spaces
03
Move to the left one space
04
Move to the right one space
05
Fall down in current space; spend one turn getting up;
06
Dropped your weapon; weapon broke; you must find a new one in the Arena or fistfight;
07
Hard pressed; receive -5 wounds;
08
Stand fast! remain in current position;
09
Cornered; opponent gets another strike;
10
Thrown back; move back three spaces; fall down; spend one turn getting up and your weapon is broken; receive -10 wounds;
After contes­tants have struck at each other the combatant that received the most wounds, or if neither was wounded, the combatant whose strike was the furthest off from his percent score must roll 1d10 die and determine where he must move to in the arena as a result of being forced back. He or she should check his result against the table above.

Dragon Flight Table

Roll (1d10)
Town Attacked
1
Kings Castle
2
Igloo
3
Zafton
4
Fire Castle
5
Milestill
6
Wooddam
7
Dwarftown
8
Dwarfhaven
9
Futuretown
10
Elf Mountain
Once a month the Dragon Valron leaves his cave and flies across the Overland skies. Players should roll 1d10 die and determine what town or castle he is flying over:

Troop Results Table When Attacking

Roll
Result
10 or less
The attack was repelled; heavy casual­ties. Attacking unit is destroyed!
11-30
Unsucc­essful attack; no result;
31-50
Your units penetrate enemy lines; move defending unit back one space; if it cannot be moved back it is destroyed!
51-80
The attack was succes­sful; defending unit is destroyed!
81-90
Defending unit is overwh­elmed; its surrenders and is now under your control;
91-00
A slaughter! Defending unit is destroyed along with one opposing unit adjacent to it;
Attack Table (used for attacks only!!)
 

Daily Actions

A. Rest to Heal Wound
B. Travel
C. Engage in a Battle
D. Town Activities
E. Go To Work
F. Build or Repair Something
G. Practice or Train
Each “game session” consists of fourteen days or two weeks. Players may choose from several actions in a day but they can only commit one per day (unless otherwise stated.)

Fistfi­ghting Damage Table

Muscle Score
Damage
21-40
1
41-60
2
61-80
3
81-00
4

Movement Rates

Walking
2 hexes per day
Mounted
3 hexes per day
Vehicles
4 hexes per day
Flying
5 hexes per day
Roads
+1 to usual rate
When characters are traveling in a group of two more all the characters must move at the rate of the slowest character in the group.

Experience Points Table - Non-Combat

200
xp's for every week spent working a job
500
xp's for accumu­lating a week of hunting
500
xp's for every town visited oher than your hometown
500
xp's for every audience obtained with a Mayor/­Ruler (once per ruler)
500
xp's for every week spent in the Mounta­ins­/Sw­amp­s/A­rctic Terrain
1,000
xp's for every Skill acquired
1,000
xp's for every Advanced Skill acquired
1,000
xp's for sinking another ship
1,000
xp's for engaging in individual combat
1,000
xp's for studying magic in a town or castle
2,000
xp's for every game completed
2,500
xp's for engaging in a war (every two weeks)
3,000
xp's for becoming a Knight
3,000
xp's for surviving a fight in the Overland Arena
3000
xp's for visiting the Unknown Islands
5,000
xp's for every Weapon of Power acquired
10,000
xp's for capturing King's Castle
This table only lists XP's earned for Non-Combat actions. See the Experience Points Table for Combat for XPs earned for combat related actions.

NPC Reaction Table

Roll (d100)
Result
01 -18 (or lower)
NPC is violent; will attack and fight to the death.
19 - 30
NPC is hostile; they will attack and fight for four rounds of combat.
31 - 55
NPC is undecided; make Presence check. If successful they will cooperate (see next result), but will not join you. If not succes­sful, they will attack and fight until one of you are uncons­cious.
56 - 70
NPC is cooper­ative; they will help you but will not join your party or do any life threat­ening actions for you (i.e. combat.) If they have skills however they will use them for you provided they are paid or you meet any other requir­ements indicated on the card.
71 -80
NPC will join your party for 1d10 silver pieces per day (or the amount stated on card) and use their skills for you. But will not partic­ipate in any combat. If they are attacked while with you they will flee.
81 - 95
NPC character will aid you in combat or other ac¬tiv­ities, as long as you accompany them. Will join your party.
96 - up
NPC is very devoted to you and your cause. They will risk their life for you going first or alone in any com¬bat or dangerous situation. Will join your party an NPC Comrade. These NPC’s may serve you in other capacities also (See: NPC Comrades.)
Unless indicated otherwise players should roll on this table after pulling an Encounter card to determine how the NPC will react to the encounter with your character.

Pole Weapons Table

Weapon
Modifi­er/­Range
Damage
Cost
Javelin
+8/4
6
20
Spear
+10/3
7
25
Giant Spear
+13/2
9
30
Pole Axe
+8/-
10
35
Trident
+5/-
13
40
Modifiers are added to the ‘percent chance’ roll for the weapon (See: Missile Weapon Table). The range is the number of hexes the pole weapon can be thrown not the distance for a melee attack. Characters or NPCs using pole weapons must still be adjacent to their opponent unless stated otherwise. * The Pole Axe and Trident are capable of being used for both attacking and defending (See: Defend­ing). Pole Axes and Tridents cannot be thrown and cannot be used to ‘brace’.

Missile Weapon Table

Weapon
Modifier
Range/Rate
Cost (gold)
Sling
+10
2/1
10
Blowgun
+12
2/3
25
Short Bow
+8
4/3
50
Longbow
+5
5/3
70
Crossbow
+3
8/1
100
Missile weapon modifiers are added to the initial “percent chance” roll that is made when the weapon is purchased. Crossbows may not be fired while mounted.

Openland / Plains Hunting Table

Roll
Animal Hunted
Agility Score
Muscle Score
01-10
Squirrel
60%
15%
11-20
Rabbit
55%
20%
21-30
Raccoon
50%
25%
31-50
Possum
45%
30%
51-70
Sheep
40%
30%
71-80
Elk
40%
40%
81-90
Deer
35%
45%
91-100
Wild Pig
30%
50%
Each animals provides the amount food indicated in parent­hesis: Squirrel (2), Rabbit (3), Raccoon (4), Possum (4), Sheep (6), Elk (8), Deer (18), Wild Pig (9), If wounded each animal causes the number of wounds indicated in brackets: Squirrel [1], Rabbit [1], Raccoon [3], Possum [3], Sheep [3], Elk [5], Deer [6], Wild Pig [15]. Refer to the rule book for Hunting Tables in other terrain.

Permission To Study Table

Roll
Result
01-20
You have been allowed to study.
21-40
If you have studied in another town prior to this one your request is denied. Otherwise you are allowed to study here.
41-60
You will only be allowed to study if you possess skill as an Alchemist.
61-80
The town council bans you if you are a ‘wizard’ and you are not allowed to study here. Additi­onally, if you use any magic or spells while you are in this town you encounter the Constable (see: NPC charac­ters) will and be jailed, and tried. If you are not a ‘wizard’ you must roll again.
81-00
The local magicians fear your power. You are attacked by a level 2 magician (Ab-75, Ag-63, En-60, Lu-50, 40% score with this towns magic) He will only use magic in the combat and he has a +2 Staff, -3 damage. He will only fight for four rounds. If you knock him uncons­cious and do not kill him when he recovers he will teach you what he knows about this town’s magic. It will take three weeks for him to teach you (You can do no other daily actions) and you will only have a 20% score with all the town’s magic and cannot seek to study here in the future. If you kill him you must leave the town or encounter the Constables tomorrow. However you can Seek Permission To Study the next time you return as long as you wait at least a week before returning.
Characters may sometimes enter a town or castle in order to Study that town or castle’s magic. However before doing so a character must first meet certain requir­ements (see: Magic, Spells and Enchan­tment) and be given permission to study at that town.

Illust­ration of Capturing A Town or Castle

In order to capture a town or castle a charac­ter’s troops must completely surround the town or castle and at least one unit must be inside of it. If this occurs then the town is considered captured and any of its remaining troops will surrender.

Ocean Ship Table

Ship
Price (gold)
Time To Build
Modifi­er/­Remarks
Common Ship
10,000
2 weeks
+0/None
Speed Ship
15,000
3 weeks
-10 Endura­nce/+2 movement
Warship
20,000
4 weeks
+15 Endura­nce/-8 damage/6 hex range/-2 move
Row Boat
300
1 Day
may be stowed on a ship
Note: a row boat can hold up to four charac­ter­s/NPCs.

Troop Results Table When Defending

Roll
Result
10 or less
Defending unit is destroyed; regardless of attack result;
11-30
Defense is weak; attack roll stands.
31-50
Any attack result less than ‘50’ is considered void; no damage to the defending unit. Any other result applies;
51-80
Strong defense; any attack less than or equal to ‘80’ and the attacker is destroyed;
81-90
Unsurm­oun­table defense; attacker is destroyed
91-00
Counter Attack! Attacking unit is destroyed; other units fright­ened; +10 modifier to your next attack roll!
Defense Table (used for defense only!!)
 

Racial Modifiers

Humans
'10' additional Bonus Pool points.
Elves
-10 from initial Muscle score; add +10 to initial Agility score; Can only wear armor of 8lbs or less; carry 50 less pounds than normal; cannot wield weapons over 10 lbs; +10 modifier when using any bow or magic; 60% converse with animals spell;
Dwarves
suffer -10 from their initial Agility score; gain a +10 to their initial Muscle score; have a +10 modifier when using any Axe; do -5 additional damage against an opponent who is not a Dwarf when using an axe; can only ride ponies or donkeys for mounted travel; can carry fifty pounds extra weight; Dwarves with an ability score of 50% or higher can seek employment in any town other than Dwarftown as a Blacks­mith’s Assistant;
Overla­nders
add +10 to their initial Presence and Wisdom scores; can never get lost unless their Presence score drops below 50%; -10 from their Endurance and Ability scores, may use “Mind Marker”;
Halflings
-10 from Endurance; +20 to their initial Luck score; Purchase Thief Skill for 5,000 XPs less than normal; Move at 3 hexes per day; Can only ride ponies or donkeys but may ride double; Must eat 2 meals per day; +10 to initial score with Shortbow; min 60% with any Sling; cannot use Longbow;
There are five character races that exist in Overland. Players must announce which race they will be before rolling for their charac­ter­istics.

Seek An Audience Table

Roll
Result
01-10
The Mayor has been angered by your rudeness. No visit is allowed and you must pay 100 gold pieces or spend 3 days in jail.
11-20
The Mayor will allow you a visit if you are a knight, a warrior, a wizard, or a Dragon­slayer. Otherwise he is too busy to see you.
21-30
You are harassed by three Mayoral guards (AB-50, EN-62, “Leather Armor, Ab-6, Max-30 Armor “, +5 Short Swords, -7 damage. 50 gd each) If you fight them they will fight to the death. If you kill them you will encounter the Constables (see: NPC charac­ters) and be jailed and tried (-50 from Defense). If you do not fight them you will be beaten and receive 14 wounds and be thrown out of the town or castle.
31-40
The Mayor is more than happy to see you. Audience per¬mi­tted.
41-50
Make a Presence check; if successful the Mayor will see you.
51-60
If you are a thief/spy you learn of 300 silver coins hidden in a hex (random direction) five hexes from this town. You may leave town now and try to dig it up (must have a shovel) but you must spend at least one day digging. If you are not a thief/spy, no visit. When you are done digging there is a 65% chance the silver will be there. Otherwise it was just a lie to get you to leave.
61-70
If you have 10,000 or more experience points you are given an audience. Otherwise no visit.
71-80
The Mayor has heard of your adventures and provides you with 110 silver coins to aid you. However he cannot allow you a visit unless you have one of the Weapons of Power.
81-90
The Mayor has fallen ill. No audience is allowed unless you are a Healer, Cleric or capable of healing his ten points of wounds. If so, you will be allowed an audi¬ence after healing him.
91-00
The Mayor will see you for a 50 gold piece fee.
Characters who wish to have an audience with the Mayor of a town must roll on the table below first to see if the mayor or lord will see them.

Armor Chart

Armor
Absorb
Max Absorb
Cost
Cloth, fur
5
15
20
Gambeson
5
20
30
Leather
7
28
40
Scale
10
40
50
Chainmail
15
60
100
Partial Plate
15
90
200
Full Plate
20
120
275
Improved Plate
25
175
350
Barding
15
90
200
Armor can be worn by characters to protect them from receiving any or all of the damage delivered in a successful strike. Unlike shields armor absorbs damage that the character would normally receive. All armor has Absorb and Maximum Absorb values. Absorb is the amount of damage the armor can absorb at one time and maximum absorb is the total amount of damage that the armor can take before being destroyed. Barding may only be worn by warhorses.

Combat Modifiers

Modifier
Action
-30
If firing missile weapon while mounted
-20
Opponent has made an evade action
-20
Opponent is mounted and you are not
-20
If you have sustained wounds that are equal to or greater than half your Endurance
-10
If surprised (for first round of combat only)
-10
If fistfi­ghting more than one opponent at a time
-5
If you are wearing armor
-5
If fighting in an Ice or Desert Realm
+10
Opponent has chosen a non-combat action and is fighting more than one opponent at once
+20
Opponent made a failed 'charge' action
The above modifiers are either added or subtracted from a charac­ter’s Ability score during combat. They should be applied each round of combat - as many as apply.

Terrain Effects

Openland
+10 to 'catch' score when hunting in Openland
Hills
+1 point of movement when entering; +1 point of movement when exiting; +10 to attack if fighting opponent not in hills;
Desert
max. 2 hexes per day w/o camels; cannot ride mounts other than camels; 10% daily chance of sunburn; must eat double food rations or 80% chance of malnut­rition; no hunting;
Ice
only Snow Dogs can enter ice terrain; -10 wounds per day w/o high boots and heavy coat; must use 'lantern' for fire nightly or -5 from Muscle and Ability scores;
Mountains
one hex per day max w/o donkeys; 80% chance of falling; No hunting; +10 to attack if fighting opponent not in mountains;
Forest
No modifiers;
Swamps
40% chance of Swamp Fever w/o high boots; may not ride any animals; No hunting; 30% chance of Snake Bite w/o long pants; 60% chance of Swamp Encounter each night;
Roads
+1 to normal movement rate; +10 to percent chance of encounter;
Rivers
must stop before crossing; may travel on river with raft;

Seek To Hire Help Table

Roll
Help Available
01-20
Small Farm Boy (Ab-40, Ag-85, En-55) will stay until you enter another town or castle or return to his town or castle. His fee is 1 gold piece a day.
21-40
Magic User (AB-50, AG-62, EN-45, 30% Milestill Magic) Will stay as long as he is needed. Fee is 4 gold pieces a day.
41-50
No Help Available Today
51-60
Worker (Ab-60­,Ag­-50­,En-65) Will stay as long as needed; May hire more than one; Roll 1d10 to see how many are available. 3 gold per day each.
61-70
Local Guide (Ab-55­,Ag­-55­,En-55) Will stay for 2 weeks. Subtract 10% from chance of getting lost with guide w/n ten hexes of town. 5 gold per day.
71-80
Adventurer (AB—60, AG-60, EN-60) +5 Dagger, -5 Damage) Will Only stay for one month. Fee is 6 gold pieces a day.
81-90
Thief (AB~45, AG-84, EN-6O; 50% Thief/spy skill) He will Only stay for one week unless you double his fee after the first week. His fee is 6 gold pieces a day.
91-100
Chiurgeon (Ab-58­,Ag­-63­,En-50) Will only stay for one day. Can be hired to treat wounded players or NPCs. Fee 50 gold per day. Can heal 1d10 wounds per patient per day.
Characters may wish to recruit the aid of NPC characters during the course of the game. Characters who wish to hire help must roll on the table below. The result indicates the help available that day and how much it will cost to hire them. Characters can only roll once a day.

NPC Random Facing Diagram

This Facing Diagram only applies to the Optional Random Facing Combat Rules.

Facing Modifiers Table

Condition
Modifier
If Facing your opponent Frontward
-5 additional damage; and -5 from opponent's strike
If Facing Your Opponent's Rear
-10 additional damage; and -10 from opponent's strike
These apply to the player or NPC striking not to characters choosing ‘defense actions’.

Battle Procedure

I. Determine Attack Initiative
II. Units with movement may either withdraw or engage.
III. Attacking units may now attack. (Roll on Attack Troop Results Table. Defending units make defensive checks. Roll on Defense Troops Results Table)
IV. Defending unit may now attack (attacking unit must make defense check).
V. Defending player may now deploy reserves from available troops.
VI. Attacking units may now occupy any vacant hexes.
VII. End of Day One.
VIII. Repeat process until one side surren­ders; is destroyed or withdraws from the field of battle completely (thereby forfeiting any lands once held).
The above sequence is the procedure a normal battle between troop units will follow.

Arena Fight Sequence

Step 1.) fistfight;
Step 2.) weapon combat;
Step 3.) fighters choice;
Step 4.) repeat starting with step one until one of the fighters is dead!
All fights in the arena follow a specific sequence of actions. This sequence is outlined above.

Warship Armament Table

Armament
Damage
Range
Cost
Catapult
3
3
5,000
Battering Rams
4
1
6,500
Fixed Crossbows
3
4
6,000
Small Cannons
10
4
7,000
Modifiers:
Catapult -25% modifier to attack roll; capable of firing over obstacles in its line of sight; Battering Rams -20% modifier to rammed ships Endurance roll; +10 to its Endurance roll when ramming another ship; can perform a ram action from one hex away; Fixed Crossbows -15 from attack roll; may fire ‘twice’ with each attack; roll separately for each shot;; Small Cannons -10 from attack roll/ 5% chance after any successful strike that the ship hit will sink automa­tic­ally;
                               
 

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Wow, awesome work! The game looks great, too. Are you going to submit the PDF to BGG?

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