A downloadable Training Document

Learn to play Welcome Aboard, Captain with this exciting adventure that leads you through all the core mechanics of the game.

Welcome Aboard Captain is a solitaire print-and-play tabletop roleplaying game where you play a starship captain, gather a crew, outfit a ship, and head into the galaxy to complete missions. Visit the link above for the full game.

Charon Wormhole is a special document designed to teach you how to play by introducing the rules step by step as you go through an adventure.

To play, you will need:

  • This document, accessible in a reader. Do not print it – it's a hyperlinked "choose your own adventure" style document intended to be played on your device.
  • Paper and pencil. (Index cards recommended.)
  • At least one set of polyhedral dice: d4, d6, d8, d10, d12.  Four sets recommended, but not necessary.

Version History

  • v1.11 – Initial public release.
  • v1.12 - Added page numbers. Added printed page reference for users who want to print out the booklet and use it that way (not recommended). (7/4/2020)

Download

Download
Charon Wormhole, v1.12 (PDF) 24 MB
Download
Printed page reference, v1.12 (PDF) 996 kB

Install instructions

Though the game comes as a PDF, do not print it.

It is designed to be played directly in a PDF reader.

You will need some paper, pencils, and polyhedral dice to play.

Development log

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Comments

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(2 edits) (+1)

Hi, really cool game, I started this a moment ago and loving every bite so far. 2x2 system is really fun and easy to use, great job on this.

However I'm not sure I understood the Situation mechanic properly though (not english native).

Versus 2d6 threat dice if my rolls are as follow : 8 and 2, threat dice are 6 and 5, facing a level 4 situation.

Then does it go down to a level 2 situation (8-6=2 ; 4-2=2), am I right? And then do I reroll until situation is down to 0?

(+1)

That is correct!

You take the highest die on your side (which represents the thing your officer does that has the biggest impact) and you subtract the highest die on the other side (which represents the thing that has the biggest effect in opposition to you), and that's how much the task's strength is reduced.

(This of course assumes your officer rolled highest.  If the threats rolled highest, you subtract the highest officer die from the highest threat die, and that officer loses the difference in Resolve.)

You will probably want to imagine the story results from this. Imagine the highest die overall being the determining factor in the fiction, and the highest die on the opposite side being the thing that was strongest in opposition to that.

Then, you can imagine the outcome. If you overcome the entire task in one roll, you might imagine your officer being a badass and just getting it done with impressive skill.  If you have to make multiple rolls, you can imagine your officer struggling to overcome the mounting problems arising (especially if the threat dice come out on top a few times).

Also note that you don't have to perform the same roll if you don't reduce it to zero in one roll.  For instance, you can have another bridge officer try something else, or use a different ship's system to respond.  Or you can have a crew member assist on your next roll, lending one of their traits.  (Later in the story, you'll get access to other bridge officers who will be taking on tasks themselves, and you'll be given the rules for officers assisting each other.)

Glad you're enjoying the game!

(+1)

Thank you !

(+1)

I'm really looking forward to this. The intro story was fun and I think the full game will be a blast!

Glad you enjoyed it!

(+1)

Great! :D