Dice, action & consequences summary
- To begin the round, everybody rolls dice for their forms, according to their characters actions, and including dice for particular strengths as appropriate.
- Everybody gets a turn, in order from high roll to low.
- The high roll stands; everybody else picks up their dice.
- On your turn, reroll your dice, unless your turn is first and thus your dice stand.
- On your turn, make a challenge. Say who has to answer it. NARRATE IT.
- Everybody who has to answer, gets to answer, in turn order. NARRATE YOUR ANSWER.
- On your answer, reroll your dice and compare. NARRATE THE SUCCESS OR OTHERWISE OF YOUR ANSWER
- If you have to answer before your turn, you lose your move. You get a move only if it comes to your turn and no ones challenged you.
- Once the last persons had her turn, the round ends.
- After the first round, write names on the owe list.
- In the third round, all winning and losing is absolute. It never goes past the third round.
When you compare dice:
- If your rolls half your challengers or less, you lose absolutely: youre exhausted or injured, or negotiate other consequences.
- If your rolls less than your challengers, but more than half, you lose the advantage: roll forward, and your challenger gets an advantage die (or you can negotiate consequences here, too).
- If your roll matches or beats your challengers, but not by double, you win the advantage: you roll forward and you get an advantage die (or you can negotiate consequences here, too).
- If your roll doubles your challengers, you win absolutely: you exhaust or injure your challenger, or negotiate other consequences.
- In the third round, losing the advantage means losing absolutely, and winning the advantage means winning absolutely.
The owe list:
After the first round, write names on the owe list.
Write your characters name if:
- Youre a player, not the GM, and
- You rolled smaller dice against bigger, and
- Youre still in the action.
Before any time you roll dice, if you choose, you can buy an advantage die:
- Scratch one appearance of one of your characters names off the owe list, and
- It can be any of your characters, not just this one, and
- Take a d6 with pips and include it in your roll, and
- You get to keep it and keep rolling it until the end of this action sequence.