Core Rules

Core Rules are cards that tell you how to play the game.

Challenges

Core Rules

Any player may challenge a PC's action if success or failure are both interesting.

When your PC is challenged, you must generate a hit to meet it, like flipping a character card. If you don't meet a challenge, your PC's intentions are thwarted or complications arise.

The challenge must suggest consequences for failure. "Or else nothing happens" is not a challenge. The same action cannot be challenged multiple times.

    Flip for additional rules.

    Challenges

    Core Rules

    Use challenges to tune the difficulty of a situation. A risky combat scene might pose several challenges. A simple social encounter might pose only one challenge.

    • You're navigating rough terrain, and might fall or lose equipment
    • You're fighting or fleeing a dangerous monster
    • You're working with complex magic or technology that might malfunction
    • You're confronting an emotionally fraught situation
    Flip for additional rules.

    X-Card

    Core Rules

    Start the game by reading this text aloud:

    "I'd like your help. Your help to make this game fun for everyone. If anything makes anyone uncomfortable in any way, just lift this card up, or simply tap it. You don't have to explain why. It doesn't matter why. When we lift or tap this card, we simply edit out anything X-Carded."

      Flip for the remainder of the text

      X-Card

      Core Rules

      Continue reading:

      "And if there is ever an issue, anyone can call for a break and we can talk privately. I know it sounds funny but it will help us play amazing games together and usually I'm the one who uses the X card to protect myself from all of you! Please help make this game fun for everyone. Thank you!"

        Lay this card at the center of the play area

        Character Cards

        Core Rules

        To create a new PC, pick three cards: Focus, Role, and Origin. You can choose cards at random, or select them yourself.

        These cards describe the traits that you want to spotlight during the game. Just because someone else has the Courage card doesn't mean your character isn't courageous, only that it's not going to be the quality you're focusing on.

        • Front: get a hit by flipping the card
        • Back: flip when a prompt is narrated by anyone
        Other side is identical

        Character Cards

        Core Rules

        To create a new PC, pick three cards: Focus, Role, and Origin. You can choose cards at random, or select them yourself.

        These cards describe the traits that you want to spotlight during the game. Just because someone else has the Courage card doesn't mean your character isn't courageous, only that it's not going to be the quality you're focusing on.

        • Front: get a hit by flipping the card
        • Back: flip when a prompt is narrated by anyone
        Other side is identical

        Condition Cards

        Core Rules

        You can take a condition to get a hit. Describe how. You can flip a front-side condition to worsen it and get a hit. Describe how. Players who challenge you can suggest conditions to meet it.

        The condition is fictionally true and limits your actions. Other players can pose a challenge if a condition would interfere with something you do. Discard any conditions that no longer apply in the fiction.

        Individual condition cards describe how to clear them.

          Flip to see examples

          Condition Examples

          Core Rules

          Conditions are a way to achieve success at a cost.

          • You take Disarmed to score a final sword blow
          • Another player suggests that touching the idol will leave you Magicked
          • Take Weakened to stay within the poison cloud
          • You're already Hurt, but you can worsen it to Wounded to launch a final desperate attack
          • Spend a scene being healed by a priestess to discard Hurt, or a week of downtime doing odd jobs to discard Indebted
          Flip to see rules