Fearless Franco board game rules

Page 3, Jumps


Each Jump has (a) vehicle, (b) difficulty, (c) gap, and (d) payout (glory and money).
(a) The vehicle used in the jump may receive damage as a result of the jump. And you can benefit from the upgrades of that vehicle.
(b) The difficulty setting will be used in the Jump Chart and with the Jump Difficulty Slider Mat.
(c) Gap is used in scheduling the Jump. The Gap determines the number of seasons between the current season and the season of the jump.
(d) Franco always receives the payout regardless of the jump's success, even if it causes his death. However, the rewards may increase or decrease depending on whether the jump being a spectacular success or horrific failure, all determined in the Jump Chart.


Franco can complete a jump using Luck or Skill. For a Luck jump, he simply rolls a die. Attempting a Skill jump, Franco must use the 1. jump ramp, 2. jump difficulty slider mat, 3. jump landing target mat, and 4. appropriate vehicle punch out token. If Franco is in his right mind (has 1 injury or less) then he gets to decide whether he attempts a Luck or Skill jump. However, if Franco is banged-up (has 2 or more injuries) then his Girlfriend gets to decide. In addition, when attempting a Luck jump, if the designated vehicle has no damage (ignoring upgrades) then Franco will roll twice and take the better roll.
Rules variation: this game was not meant to be a dexterity game. If the person playing Franco is not the best at dexterity then they may always attempt Luck jumps.

Special Circumstances aka Events

After it is decided how Franco will attempt the jump (Luck or Skill) Franco draws a single Special Circumstances card. These cards can affect one or more of the aspects of the jump: its difficulty or result or payout or scheduled season. A card could allow the players to make side bets or penalize the players. Special Circumstance cards are crazy and vary greatly in their influence on the jump. There are certain B cards that can change the Special Circumstance cards.

Skill jump
To setup a Skill jump, place the Jump Ramp next to the Jump Landing Target Mat, BUT they will be a set distance apart. That distance depends on the Jump Difficulty. Use the Jump Difficulty Slider Mat to adjust the distance. If the difficulty is "Piece of Cake" then only that image on the Slider Mat should separate the Ramp from the Target.

The more difficult the jump, the greater the distance. So if the difficulty is "Impossible" then all the images of the Difficulty Slider would separate the Ramp from the Target.

After setup, choose the appropriate Vehicle punch out Token and slide it up the ramp, with enough force for it to make it to the target. You may need to hold the Ramp with one hand and slide it with the other.

Here is the rule if the Vehicle Token straddles more than one landing zone. If the token lands right side up, then take better landing. So, for example, in image below the Landing Result would be "So-So."

But in image below the Vehicle Token landing upside down, so the landing must be "Bad."

The jump landing from a Skill jump, or rolled a die Luck jump, is just your initial jump landing. This may be modified by cards. Cards played during the flop this turn, or playing a B card right now, or a Special Circumstance card. Once you all know the final Jump Landing then move on to the Jump Chart to determine the Jump Result.

Jump Results are determined by the Jump Chart. The Result is the intersection of the Jump Landing and the Jump Difficulty. Of course, players may play a card to affect either of these.

Each Jump Result has four effects:
(1) Injury to Franco - red blood droplet
(2) Damage to vehicle - grey bolt hex
(3) Gain/loss of money - green dollar $ign
(4) Gain/loss of glory - gold glory star

For injuries, the Doctor rolls a die, the number of times listed in the Result. Each roll corresponds to specific body part of Franco. The Doctor applies Injury tokens to Franco's body that matches the Doctor's roll. Franco can receive more than one injury per body part. Stack them.

For vehicle damage, the Mechanic rolls a die, the number of times listed in the Result. All parts and upgrades are linked to one or more number of a die. The Mechanic applies Damage tokens to the part(s) and upgrade(s) of the jump vehicle that match the Mechanic's roll(s). Only one damage token can be assigned to a part or upgrade. NO stacking.

Note how one die roll can damage multiple part(s) and upgrade(s). However, rolling the same number will expend that roll and not cause new damage.
Example, the Jump Result lists Damage to Vehicle as 2. The Mechanic rolls a die and gets a 6. The Mechanic places a Damage token on all part(s) and upgrade(s) that denote the 6 die. The Mechanic rolls a die again and gets another 6. No additional vehicle damage is made.

Franco receives money and glory from the Payout listed on the Jump card, and the Jump Chart Result can add or subtract money and glory. If a landing is especially horrible, such as destroying property or injuring spectators, then Franco will lose money. Or if he botches a simple jump, then he will lose glory. It's all in the Jump Chart. But if Franco sticks a great landing on a difficult jump then he may earn additional money and glory.

After the jump is finished, then that Jump Card is placed on the spot on the board for Completed Jumps.


At the end of a season Franco is checked to see if he dies or forced into retirement. This depends on what Game Difficulty you choose before the game started.

Forced Retirement
If Franco is forced into retirement then the Time Piece token is moved to Doc's retirement home "Forced Retirement" and Franco retains any money he has. The other players cannot play any other cards at this time unless it affects or is regarding his forced retirement, i.e. some sort of healing that would prevent forced retirement.

When Franco dies the Time Piece token is moved to the cemetery "Death" and take all the money out of the Bank and replace it with Franco's money (his Estate). The other players cannot play any other cards at this time unless it affects or is regarding his death, i.e. resurrection.

Graceful retirement
In order to gracefully retire, Franco must complete a jump in Year 10. Any jump in Year 10 is his last jump and the last turn/season of the game. If there is not enough Gap to schedule a jump in Year 10, then schedule the jump for the last season of Year 10. Any jump in the last season of the last year cannot be postponed. After Franco completes that last jump then move the Time Piece token to Graceful Retirement and Franco receives one Glory. Franco also retains any money he has.

Hold cards
After Franco's death or retirement is when all players reveal or play their Hold cards. The benefits of the Hold card only activate if the player correctly chose Franco's ultimate fate.
Example, if a Hold card specifies Franco's graceful retirement, and Franco dies or is forced into retirement, then the player does not get the reward from that Hold card. Note, if a Hold card lists "retirement" without designating graceful or retired, then it means either.


There must always be a jump scheduled (unless Franco is no longer jumping, i.e. retired or dead). To schedule a Jump the Girlfriend draws two Jump Cards, discards one, and places the other in the Card Stand and on the Time Track. The jump decision is the Girlfriend's alone, however, she is allowed to solicit advice (or bribes) from Franco or anyone about which jump they prefer. Note: there are cards that give the jump decision to others for one jump. When the Jump cards are exhausted, shuffle the Discarded Jumps to make a new Jump deck.