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A Thousand Faces of Adventure: Player's Guide Tagline Like board games? Played Dungeons & Dragons Once? Want to try improv? Welcome to A Thousand Faces of Adventure! playtest version find latest version at https://1kfa.com email sjb@ezide.com 1 goes from there. It might sound like chaos, but with some faith in your friends, you will delight at how the plot solidifies, and how real the characters become. Welcome to Roleplaying A Thousand Faces of Adventure (hereafter abbreviated to 1kFA) is a framework for telling a story. The authors of the story are you and your friends, sitting around a table. Specifically, What to do In a game of 1kFA, one person will take on the role of the Game Master, or "GM". The other people will be called simply "Players". This story is improvisational, interactive, and collaborative. The rewards for playing are laughter and excitement while you play, and warm conversations for years afterwards that start with "Remember that time we were playing 1kFA and..." The GM The GM's job is to know all the rules, and say stuff. Occasionally they will write notes and scribble some quick numerical facts. The GM's domain is the world. How to make a great story T h e P l ay e r s Imagine the audience for this story is the inner children of all the players. What evokes the feelings we had when we were children playing pretend? Can you remember being 11 years old and watching a spectacular Steven Spielberg movie? Or maybe a cheap-butawesome Sam Raimi movie? Player, your domain is your character. You are going to collaborate with all the other players to make this story, so when you add your parts, think of what will give your friends around the table a thrill, put them in suspense, ratchet up their feelings of tension, or make their jaws drop with awe. Sometimes inner children get a big kick out of blood and guts. Your inner child might giggle at the brothel scenes in HBO's Game of Thrones. If you don't know what topics your friends consider "off-limits", it is a good idea to ask and tell before you start playing. The player's job Most of your time will be spent saying stuff. You are part of a conversation. Ask questions, use your imagination, chime in when someone inspires you. Think about your character like a hero of a movie, and try playing as the writer of the movie, or the director, or immerse yourself like a method actor standing in the character's boots and seeing with their eyes. The story that emerges from 1kFA is not a precisely crafted thing. That's ok. It doesn't have to be high art or even a cartoon on Adult Swim. It gets shaped by each player, and when your turn comes, you adapt, do your best improvisational "Yes, and" , and see where it 2 1kFA invites you to: They've got an edge over regular folk, (with special moves and 10 Stamina points) but the game puts them on nearly even footing in a fight. You can invent any backstory you like, but you may need to answer questions about how the backstory fits the character's game limitations. Describe your character and their actions • Act out their dialogue • Describe how they act ‣ flourishes and stunts ‣ their facial expressions, voice, and body language • Tell what they say / hear / see / smell / taste / feel • Describe their thoughts & memories • Chime in when they interact with or support the other characters • Tell parts of the story • Tell your character's backstory • Contribute ideas and assert facts when the GM asks questions • Refer to your moves to generate more ideas and see what boundaries you can push As the conversation unfolds, the rules will chime in as well. When that happens you will be called do things beyond just "saying stuff": • Flip cards from your Deckahedron • Move tokens around • Roll dice This guide will teach you how to do those things. • Nothing stops you from creating a hulking, 7 foot tall barbarian, with a rich history of warring and slaughtering enemies, but at the very beginning of the game, with a couple unlucky flips, that barbarian may suffer a sound drubbing at the hands of a farmer with a shovel and his overprotective goat. This doesn't mean you shouldn't create the barbarian character. You should. That sounds awesome! But if you do, be prepared to find some narrative justification (drunkard? battleworn? magically cursed?) that they're currently at a "scrappy adventurer" level. C h a r a c t e r c r e at i o n - F i t t i n g t h e f i c t i o n 1kFA is a game about building up a character, who starts as a scrappy adventurer and grows to become someone who can make the most meaningful change in the world. During character creation, you will get to determine all aspects of your character's history, social and economic circumstances, and personality. These are fictional aspects of the character. You will not get to determine all the mechanical aspects of the character though. Mechanically, characters start out just a little bit more powerful than a common villager. 3 The Deckahedron Every player except the GM gets a Deckahedron. Inspect your Deckahedron. You should have 20 cards. There are 4 symbols, or "suits", on the fronts and backs of the cards: Name Anvil Blade Crown Dragon suit odds indicates the weakest odds indicates below average odds indicates above average odds indicates the best odds color red rank rank 1 yellow rank 2 green rank 3 Illustration of your Deckahedron rank 4 Look at the attribute on your character sheet -what suit is it, Anvil, Blade, Crown, or Dragon? Take the top card and flip it face up. blue Shuffle your Deckahedron and place it facedown in front of you. Whenever your character attempts something risky, where the outcome is not certain, the GM calls for you to use your Deckahedron and "flip". In conversation with GM and the rest of the table, you'll decide what move (or moves) your character is triggering and which of your character's attributes -- Str, Dex, or Int -- will be used to resolve the flip. GM Note: The attributes used to resolve a move are listed at the top of each card. Sometimes a card gives the option of several attributes, like "Flip Str / Dex". You may need to ask the player for more detail about what they are attempting before calling for a flip. Illustration of flipping a card The top of the flipped card shows ✗ or ✔s. These tell you the result of the move. When you flip, keep in mind that the GM may need to read the result. Being consistent with how you orient the card will help simplify the GM's 4 bookkeeping and keep up the pace of the game. instructions on the Defy Danger card ("You do it, but there's a new complication") to improvise what happens next: You leap through the air, landing with a thud on the other side of the pit, kicking up a cloud of dust on this forgotten jungle trail. Rising to your feet, you notice that more than dust has been stirred. The sounds of movement and a threatening rattle alerts you to something approaching from inside the pit. What do you do? Illustration of reading a card Finally, find the move card named by the GM and read its instructions. It tells you how the GM should interpret the ✗s and ✔s. Afterward, any card used during a flip goes face-up in a discard pile. Later, you will start another pile of cards called an Exhaustion pile. Keep them separate. Other ways to flip: Advantage / Disadvantage Some flips are a little more complicated. Some moves in 1kFA instruct you to "take +1 advantage" or "flip with advantage". Sometimes you are given the opposite instruction "flip with disadvantage" or "your foe gets advantage". Note: some move cards give you or the GM a choice between several options. If one of the options is impossible (fictionally or mechanically), it may not be chosen. Choose one of the other options instead. A d va n ta g e For example, With an advantage, flip over your top card as usual, and then flip over the next card as well. Compare the results (the number of ✗s or ✔s next to the relevant suit) and resolve the flip with the card that has the best result. You're playing a character named Kresk. You say: Kresk sees the pit of spikes in front of him, but isn't scared. He just takes a running start and mightily leaps over the pit, landing safely on the other side. If it's a tie, you may choose whichever card to be the card that resolves the flip. All cards that got flipped go face-up in your discard pile. The GM might say to you: Ok, sounds good, but let's see if Kresk's legs are strong enough. Please flip Defy Danger with your Strength. Complete Flip Rule You must flip over all the cards you were instructed to, even if the first card shows ✔✔✔. Look over at the character sheet and see that Kresk has rank 3 (Crown) Str. Flip over the top card of your Deckahedron and look for that Crown suit. D i s a d va n ta g e With a disadvantage, do the same thing, but Let's say you get ✔✔. The GM uses the 5 ✔ symbols were used to interpret the result of the move) use the worst result. Acting against a foe that has advantage is mechanically identical to your character having disadvantage. XP are a currency you spend to activate "meta" parts of the game. See below for moves that let you "break" or "bend" rules, or partially take control of the narrative. M u lt i p l e A d va n ta g e s / D i s a d va n ta g e s Advantage or disadvantage can stack. Flips can accumulate up to 2 advantage or 2 disadvantage. This means you flip 3 cards in total and take the best or worst, respectively. Other flip complications: Blessing cards No flip may use more than 3 cards in total, so adding advantage beyond 2 is just ignored. It is possible a situation might arise where you are instructed to both "flip with advantage" and "flip with disadvantage". If this happens, simply add up all the advantages, and then subtract all the disadvantages to arrive at a "net advantage" or "net disadvantage". The maximum is still two extra cards, so if the sum is -3, you only flip with two disadvantage cards. blessing cards Other flip complications: XP cards Blessing cards improve your Deckahedron by giving you better chances to succeed at moves. Some cards will instruct you to take Blessing cards. When instructed to do so, draw one Blessing card at random from the supply, and place it in your discard pile. Whenever a move is resolved by a Blessing card, return the Blessing card to the supply rather than keeping it in your discard pile. Note: some moves instruct you to match Chinese Zodiac symbols on the corners of cards. The corners of Blessing cards have a "dragon" symbol, which is wild. The "dragon" symbol matches all other symbols except for the "goat" symbol on the wound cards. An XP card Resolving flips is how players acquire experience points (XP) in 1kFA. XP are a player's most important mechanical currency in the game. Other flip complications: Wound cards Some Deckahedron cards show an experience point symbol in the middle. These are XP cards. After a flip is resolved by an XP card, take one XP from the supply. Sometimes you flip over a wound card and must lose a Stamina point. See the Combat chapter. You may only do this when the card resolves a flip. (ie, when flipping multiple cards, only if the XP card was the one from which the ✗ or 6 Other flip complications: Teamwork Flip Interpreting the result of a flip Before a flip is executed, if other players have characters in the same scene as the spotlighted character, and there is nothing in the fiction preventing it, those other players may choose to have their characters aid the spotlighted character. They just chime in before the flip and say how their character helps out. When a player's character performs a move, the player executes a flip, and the GM leads the table interpreting the narrative result, based on the text of the move card. Another time the Teamwork Flip is triggered is when the characters are all bound together in success or failure. (eg, Defying Danger in a canoe traveling over whitewater) In that case, the GM asks the players "who is taking the lead?". That player is the spotlighted player, and the other players are supporting. The spotlighted player flips as they normally would, the supporting players say how they are helping and flip one Anvil. flip results The players choose the best result to resolve the flip. Usually ✔✔✔ means an unfettered success, and ✔✔ means success, but with complication. Only the card that resolved the flip can generate XP, and only for the player who played it. When the result is a single ✅, it sometimes means the same as a ✔✔, but often it is slightly worse. If there are any negative consequences (damage, danger, etc) from the result, all the participating characters must suffer them. Any time a flip results in a single ✅ the GM should add a point to the Challenge Bank -even when the move card says it has the same narrative effect as a ✔✔. Supporting players may not Do a Flashback on Teamwork Flips. When the result is ✗, it is the GM's turn to make a move. The GM narrates the consequences of the move the player just attempted and has license to take the narrative where they like. Reshuffling At any time before a flip, or after a flip is resolved, you may take your discard pile and shuffle it back into your Deckahedron. See the GM Guide for explanations of the Challenge Bank and for a list of moves the GM is allowed to make. Whenever your Deckahedron is down to 5 or fewer cards, you must take your discard pile and shuffle it back into your Deckahedron. E x c e p t i o n s o n ✅ a n d ✅✗ f l i p s Sometimes a card does not say how a ✅ 7 Flips only happen when the situation is uncertain or risky should be interpreted. In that case, the GM gets to make a move, just like ✗. Rarely, a card will have instructions for how to interpret a ✗ result. These instructions should be executed, but might only be part of the GM's move -- the GM gets to decide if they have more to add. A GM only calls for a flip when the situation is uncertain or risky for the character. If the outcome is certain, the GM may just narrate what happens. Or they may ask you some clarifying questions. When the move card has the tag IMMEDIATE, the GM does not get to make a move on a ✗. Instead, the GM just adds 2 points to the Challenge Bank. 1kFA is a conversation between people, so there is variability in how it plays out. Different GMs will draw their line of certainty at different places. Consider a situation where the GM has described your character, Kresk, waking up after making camp in a forest. Beside Kresk is a squirrel, nibbling an acorn. Cards tagged IMMEDIATE Some of your move cards have the tag IMMEDIATE. This indicates they can be used in conjunction with another move during your character's moment in the spotlight. When players take turns in the spotlight, if they trigger moves, it is expected that they trigger at most one IMMEDIATE move. Otherwise the pace of the game can slow down, and other players may feel like they aren't getting a fair share of time in the spotlight. You might respond by saying, "Kresk wants that acorn! I Mix It Up with the squirrel!" It would be bizarre, but completely within the rules for the GM to write up some stats for the squirrel (1 Stamina, 1 attack power), and begin a melee combat between Kresk and the squirrel, and ask you to flip Str to resolve the Mix It Up move. Examples of cards tagged IMMEDIATE include Good Cardio, Where It Hurts, and Unknown Benefactor But the GM will more likely interpret your action, as described, as having a certain outcome. Perhaps the GM will respond: A moment in the spotlight might see your swordsman character triggering the move Mix It Up, causing damage to a foe, and then you might also trigger Where It Hurts as you describe the sword delivering a stunning blow, clanging loud and hard against the foe's helmet. • • Or, your professor of alchemy character might trigger Defy Danger as they jump out of the way of a toppling bookcase. After you flip an ✗, the GM may start enumerating the attack power your character must suffer, to which you could respond by invoking Unknown Benefactor to cancel the attack's effects. • 8 "As you raise your fist to smash the squirrel, it darts off into the forest, never to be seen again." "How is Kresk going to overcome the squirrel's natural speed and reflexes?" "You smash your fist down and flatten the rodent. Strangely, it didn't even flinch. Does this odd behaviour remind Kresk of the rumors he heard about this forest being enchanted?" P u s h i n g b u t t o n s o r s tay i n g i n c h a r a c t e r Combat Stamina/Harm/Wounds The GM doesn't always have to invoke a move and call for a flip. But in this example, the player literally names a move ("I Mix It Up..."). That's a strong signal to the GM, and the GM is likely to follow strong signals. Here are rules to determine when your character is able to endure exertion and injury to keep moving forward or when they're completely spent and collapsed in a heap. If you enjoy playing in a style where things flow like a conversation or a story, from question to answer, from description to dialogue and back around again, rather than pushing a limited set of buttons laid out in front of you, try playing without naming the moves. Just describe what your character does in a natural way. When a character is in a fight, they are running, dodging, striking, and being struck and assailed by their foe. All of this stuff is scary and exhausting. So a character gets weaker the longer they're in this exchange, even if they're able to dodge every blow. "Kresk wants that acorn! I slam my fist down on the squirrel!" This weakening is represented by cards from your Deckahedron being lost into your Exhaustion pile. F i c t i o n a l p o s i t i o n m at t e r s Have you ever watched a boxing match or a mixed martial arts match? During the later rounds, the athletes are worn down, they don't dance around the ring with as much vigor, and drop their guard more frequently. The contest is not always decided with a knockout punch, it often comes down to who can better endure the exertion. Because uncertainty is a key requirement before a flip is called for, the fiction that you and your friends establish in 1kFA matters. If a character threatens a towering Mountain Giant with a punch in the shin, the GM will not call for a Parley flip. A wound to the arm or hand might be described in such a way that would clearly make using a bow for Volley or Called Shot impossible. Or successful application of an Amulet of Amiability might mean that Pick Pockets can be skipped - the affected NPC might just offer to share their precious items. Every PC has 10 Stamina points. When a PC loses all 10, they are incapacitated. After that, their fate is up to the GM. Phases When your character gets attacked or falls victim to some other danger, you have choices about exactly how they are affected. They may dodge, and just lose Stamina, they may stand stubbornly against a blow, perhaps absorbing it with their armour, or they may be wounded by it. The first phase is rolling dice to arrive at a number. This number is called the attack power. 9 The second phase is deciding whether to lose Stamina or take a Wound. or choose to take a Wound instead. The third phase is optional: absorbing some points using any relevant move cards and item cards. Let's further say your character had lost 3 Stamina points earlier in the battle. With only 7 Stamina points left, it's a wise time to take a Wound. The fourth phase is losing Stamina points and receiving Exhaustion and Wound tokens. Third Phase Finally, the fifth phase: you interpret those results into the narrative. Did your character dive into the dirt? Did they take a punch to the jaw and respond with a bloodied grin? Did the spear bounce right off their steel breastplate? In the third phase, you may absorb Stamina and Wounds with your armour, shield, or with moves like Good Cardio, Mystic Breathwork, Like A Second Skin, and Sangfroid. GM Note: The act of taking a risk, deciding how to get hurt, and then later, deciding when and how to heal, with each stage having its sacrifices and benefits, is a miniature echo of the overall structure of the Hero's Journey campaign. Starting in comfort, choosing to cross a threshold, deciding which fork to take in a road of trials, then returning. Characters have 10 Stamina points. To win at combat, a character's foes must be subdued or pacified before 10 cards are lost from the Deckahedron. Fourth Phase: Stamina / Exhaustion When you are instructed to lose a Stamina point: 1. Take a card off the top of your Deckahedron, do not look at the face side. 2. Put that card face-down on your Exhaustion pile 3. Place an Exhaustion token on your Exhaustion pile First Phase When your character suffers the consequences of violence, you roll dice or read instructions from a move card to get a number. This number is called the attack power. Second Phase After the attack power is calculated, you can choose to take a Wound rather than losing that many Stamina points. You can always choose to absorb the whole amount of attack power by taking a single Wound. Let's say your character was attacked with a sword and the dice were rolled and summed up to 7. You can either lose 7 Stamina points, Component layout 10 Fourth Phase: Receiving Wounds When you are instructed to take a Wound token: • If you already have 2 wounds: • the character is incapacitated • Otherwise: 1. the GM describes how the character was wounded 2. Lose a Deckahedron card to your Exhaustion pile as you would when you lose a Stamina point. 3. Place a Wound token on your Exhaustion pile 4. Randomly draw a wound card from the supply and place it in your discard pile. It will now start cycling between your Deckahedron and your discard pile. Exhaustion token (So, if you were instructed to lose 3 Stamina points, you add 3 cards from the top of your Deckahedron onto your Exhaustion pile, then you put 3 Exhaustion tokens on top of it as well.) If your Deckahedron does not contain enough cards, the player must reshuffle their discard pile into the Deckahedron and continue. Note: Players may choose to reshuffle their discard pile back into the Deckahedron before moving cards onto their Exhaustion pile. Wound token A Wound Card Once the Exhaustion pile grows to 10 cards, the character is incapacitated and can take no further actions. It is up to the GM to decide what this incapacitation means - whether the character is dead, unconscious, or just unable to stand or move. Image of wound card Wounds Having a wound card in your Deckahedron causes some nasty effects. Getting wounded sucks, and when wounded, all intelligent creatures seek to cure their condition as a very high priority. Whenever you flip and reveal a wound card, follow these rules: • 11 Say or act out the guttural noise emitted by your character You must immediately stop flipping (eg, if you were instructed you to "flip 3", you stop short once you hit the wound card - resolve the move with only the card(s) you flipped. This overrides the Complete Flip Rule) • Lose a Stamina point Wound cards can be used to represent different fictional aspects. They usually represent literal wounds, but may also be used for the effects of disease, poison, or other effects inflicted by monsters or the environment. • Encumbrance Penalties Your character has a movement speed, a certain lightness-of-foot, they carry a certain amount of equipment and items, and perhaps even a certain amount of wealth or treasure. There are some moves that are affected by how much stuff a character carries. These moves have the tag "UNENCUMBERED", and declare an encumbrance penalty in their descriptions. Note: some moves instruct you to match Chinese Zodiac symbols on the corners of cards. Wound cards' corners have the "goat" symbol which does not match any symbol. At any time that it makes sense in the fiction, a character can drop items and equipment. Daily-use amounts of money and food are not tracked. It is assumed your character will always be able to scrounge a meal somehow. Unless it is relevant to the drama of the fictional situation or inspired by the Touchstone List, small monetary transactions may be abridged or assumed. It is also not necessary to exactly measure movement speed or the sizes of all the gear carried or to track the body part to which the gear is strapped. 12 Good Thing I Brought... Notes on Moves Pack - Precious and regular Throughout the game, your character will gain, lose, and spend equipment and supplies that are worth tracking. These items don't need to be specified until they actually get used. Instead they are tracked with anonymous Pack cards. TODO: illustration of Pack and Precious Pack cards Red cards represent "regular" Pack and green cards represent "precious" Pack. Precious Pack is something that is found precious by someone. It may be something made of a rare metal like gold, or it may be simply a full waterskin offered to a parched NPC in the desert. Good Thing I Brought card Adventurers are always finding themselves in tricky situations. Luckily, they come prepared with adventuring gear. They have been known to carry 50 feet of rope, smelling salts, books of racy poems, sometimes even a 3-day-old pork chop to distract hounds or hungry goblins. If the specifics of a Pack card get concretely established in the fiction, and the card is not immediately spent, the Pack card should be returned to the supply and a blank card should be taken to replace it, with the name or details of the item written on it. It's a fact. You know this and 1kFA knows this, so you won't be asked to keep fine-grained notes of every candle and spare button in your character's inventory. Reasonable daily-use items are presumed to be in your character's pack. If you're unsure, remember 1kFA is a conversation, so just ask the table. Your character starts off with 2 Pack cards, enabling the move Good Thing I Brought... But sometimes you will be in a situation where having that 50 feet of rope or an old pork chop would really solve a problem for your character. When your character reaches into their pack and produces the item that solves their current problem or helps them overcome a challenge, just say what it is and execute the "Good Thing I Brought..." move. The Pack cards represent the adventuring gear 13 a character has brought along. But you do not need to declare exactly what that gear is until you're in a situation where you need something specific. A Flashback serves as sort of a "mulligan" in those situations, but it also provides a way to develop your character's backstory and personality. If the "Good Thing I Brought..." move is executed and the newly "declared" equipment is something that can be returned to the backpack after use, write its name down on a blank card and exchange that card for the "anonymous" Pack card(s) that were the cost of "Good Thing I Brought...". After a player makes a flip, and before the GM describes the consequence of the flip, the player can declare they're going to do a flashback. The player spends 1 XP. Then they describe how something that happened in the past particularly prepared their character for this situation. If the equipment is something that gets consumed immediately when used, the 1 or 2 Pack cards just get discarded. Then the original flip is ignored, and a new flip is executed, using the same advantage or disadvantage as the original flip. If 2 red cards are spent, and the character ends up with one card returning to their backpack, use the fiction to justify that. Maybe they didn't have exactly what they needed, so one piece of equipment had to be consumed to create the necessary tool, in a MacGuyveresque fashion. The player may then spend additional XP to "bump up" the result. Each XP spent increases the result, from ✗ to ✅ to ✔✔ to ✔✔✔. Technically, this flip is resolved only after the XP are spent, so if the new card was an XP card, the player should take an XP from the supply only after they finished spending their XP to "bump up" the results. Do a Flashback Mercy Flashbacks Players may find themselves in a situation where they forgot to do something when they had the chance, like use healing magic while they were resting, or leveling up a move before they left a town, or getting some key information from an NPC before that NPC died. As long as the player and the GM both agree that the player had the necessary resources when the action was available, the GM may allow the player to spend those resources and effect that action now, as a "Mercy Flashback". Do a Flashback card Sometimes you plan out something really great, and then you resolve a flip, and don't get the results you need. The player must spend one XP, in addition to whatever cost the action incurs. 14 Taking a Breather Even the most conscientious of us sometimes loses track of small details, so the cost is kept "cheap" at only one XP. But there must be a cost. It is necessary to keep the flow of the game going. This is a game of improv storytelling, and improv means rolling with the punches sometimes. Critical Success Take a Breather card Critical Flip card Taking a Breather is a move that a character can take during combat. This action allows a character to regain up to 4 Stamina points. One of the 20 cards in your Deckahedron is the "Critical Success card". It has a ✔✔✔ symbol on every edge and a circular green symbol in the middle. The player may use either Intelligence or Dexterity to perform the Take a Breather action. If you resolve a flip with the Critical Success card, you can do two things: • • If they use Intelligence, they say how they execute a tactic or recognize a favourable position that lets them gather their breath and their wits. Say how your character's practice has finally paid off, or how they had an insight or epiphany about the move they just accomplished. Spend XP 1for-1 to go up levels in the move that was just resolved. Take a Blessing card from the supply and put it in their discard pile. If they use Dexterity, they say how they maneuver into a safe position that offers some temporary safety. Regaining Stamina may be done either by taking cards from the Exhaustion pile and putting them into the discard pile, or by returning Exhaustion tokens to the supply. When recovering cards from the Exhaustion pile, the player may choose any cards they want, but may not flip them face-up if they are face-down. When combat or a pursuit ends, and it is appropriate for the narrative (e.g. when there's a scene transition and the characters 15 reasonably have a few minutes to catch their breath), the players may Take a Breather using Str as an IMMEDIATE move (ie, no negative narrative consequences if the result is ✗ or ✅). SESSION 2 RULES Good Cardio This card makes a character an especially resilient fighter and athlete. In a combat encounter, a player will usually trigger an aggressive move like Mix It Up or Volley. In addition, players often trigger at most one IMMEDIATE move. If they haven't chosen an different IMMEDIATE move, they can always trigger Good Cardio, and regain some of their lost Stamina points. This is a highly recommended strategy for any character who has lost Stamina. 16 The Session Opener Notes on Moves Every session after the first session, there is a special move to execute at the very beginning, The Session Opener. It is a player's opportunity to generate an extra XP. B r a v e ly R u n A w ay Your GM will lead you through a story recap and pose some questions about your character. Then you will be given the opportunity to Ask for notes and Give notes to your fellow players. After this exercise, all participating players will receive an XP. The details of the Session Opener are described in the GM Guide. Bravely Run Away card When players find themselves on the losing side of a battle, or want to avoid a daunting threat, they may choose to run away. If their characters are positioned in a way that their escape is possible, according to the established fiction, the GM will allow them to escape, but there is a cost. The players temporarily lose narrative control and the GM gets to say where the players' characters end up. There may also be a Stamina cost (or Stamina gain) depending on how weighed down the characters were by their equipment. The GM can resolve this move by: • • • • 17 putting the characters somewhere completely safe putting the characters in a place where some (new or old) danger exists, but is, for the moment, not directly threatening the characters spending a point from the Challenge Bank and starting the Pursuit Minigame spending a point from the Challenge Bank and putting the characters in a place where they must directly confront or defy a new danger Notes on Moves - Healing Throughout 1kFA, players are asked to decide how their characters get hurt, how they respond to being hurt, and how they recover from their injuries. This is a small-scale echo of the whole story the Hero's Journey itself. At the center of the Hero's Journey is a moment of pain that the hero must fully endure before finding relief either through their own action or with the help of their friends. The Hero's Journey is a myth that teaches us how to take care of ourselves, and so this game holds a puzzle where the players to learn how to take care of their characters. Resting Rest card Resting is an action that a character may take when they are out of combat, not traveling, and have several hours to devote to rest (sleeping qualifies). • Step 1: Return all Exhaustion tokens to the supply • Step 2: Count the Harm and Wound tokens on your Exhaustion pile • Step 3: Keep that many cards (player 18 Seek Help chooses which ones) in your Exhaustion pile, put the rest into your discard pile • Step 4: Return one Harm token to the supply • Step 5: Say who you blame for your injuries When resting, magic items that are not being used regain all charges, up to their maximum capacity. Remove all white-side red cards on your magic items. You may gird all your armour, where applicable. Remove all Harm and Wound tokens from your armour cards and from move cards that represent armour effectiveness (eg, Like A Second Skin). Seek Help card Time devoted to Resting cannot also be devoted to learning skills, studying with a teacher, or any other action that takes mental or physical effort. Seeking Help is an action that a character may take when they are in a peaceful environment where external resources with healing powers are available. Eg, if they are in a primitive camp possessing medicine men or a contemporary city with doctors and hospitals or a tranquil oasis infused with healing magic. The Harm token returned to the supply in Step 4 may come from your Exhaustion pile or from a slot on a move card (eg, Bloody But Unbowed). That the healing powers are external is important. Seek Help is a move where players explore how their characters have limits and cannot do everything on their own. It is possible that the object of blame named in step 5 is the character themself. When you spend a day healing: • • • • • • 19 Step 1: Describe your character's healing experience Step 2: Return all Exhaustion tokens to the supply Step 3: Return all Harm tokens to the supply Step 4: Count the Wound tokens on your Exhaustion pile Step 5: Keep that many cards (player chooses which ones) in your Exhaustion pile, put the rest into your discard pile Step 6: Return one Wound token and one wound card to the supply • Step 7: Say who you are closer to forgiving As with Resting, time spent Seeking Help cannot also be used in activities that take effort. Notes on Moves - Item-related Item Damage TODO item damage diagram Magic items that are not being used regain all charges, up to their maximum capacity. Remove all white-side red cards on your magic items. Damage to items is represented as black-side red cards. The "1-2-bust" mechanism is used to represent damage. You may gird all your armour, where applicable. Remove all Harm and Wound tokens from your armour cards. The first two times an item is damaged, place a red card on the Item card, black-side-up. The third time an item is damaged, it is destroyed. Return it and the red cards to the supply. Non-magical items can be damaged in 1kFA. Usually this happens narratively as the result of a GM move, but it can also be caused by player moves, eg. Armour Mastery. Sharpen and Stitch Sharpen and Stitch card Sharpen and Stitch is a way to repair damaged items by spending Pack cards. This move must be executed alongside the Rest move. 20 Shop / Procure be decorative or they may have narrative value (carrying around a small barrel of brandy may earn you a welcome from the thirsty dwarves you meet). Weapons Weapons cards describe what the character has armed themself with. These cards might describe "weaponry" rather than a single item, as the Many Knives card demonstrates. Weapons have "power": d4, d6, or d10. This determines what die to roll when you roll attack power. Generally players can increase weapon power with the Tales of a Weapon and _ Mastery moves. Shop / Procure card The GM should decide if the weaponry incurs any additional costs when calculating encumbrance penalties. Is the item particularly heavy or large? When the Shop / Procure move is used, the scene can be described as an everyday shopping trip or a thieving and bribery escapade, or anything else that makes sense in the narrative, so long as the mechanical outcome would be certain. Here are the default weapons available to characters: Name | notes -----------------|-------------- _ Sword | Many Knives | At close range, can be thrown. Maximum power is d6 _ Bow | Long range, not usable at melee range The GM presents to the player 4 cards of any mix of items: mundane, magical, a special commodity established in the narrative, or even something purely decorative. It is ok for the GM and player to discuss the items beforehand to any level of detail, and it is also ok for the player to outright say what they want to go shopping for. Armour When an armour-clad character would normally take Harm or a Wound, the player may put the Harm or Wound token into an appropriate empty slot on their Armour card. TODO illustration of Harm / Wound slots The GM should be honest with the narrative, stay true to their goals and try to provide the kind of fun the player has signaled they want to have. The armour available to characters during character creation is the weakest kind. This kind of armour has 1 slot that can absorb a Harm or a Wound. The GM shall not present a player a card the character is unable to use. Mundane Items: Armor, weapons, etc When a character goes shopping, goes athieving, discovers treasure, or loots a battlefield, the GM may offer new, more useful armour with more slots drawn on it. There are mundane items in 1kFA, as well as magical ones. 1kFA has rules for weapons, shields, and armour. But characters may have other items as well. Those other items may just 21 The GM should draw up to 3 slots on the card. A slot shall be designated to receive either: Harm • Harm or Wound Then the GM and player come up with a name for this kind of shield together, using the same rules as the Armour name-creation above. • 1 Harm token • or 1 Harm or Wound token The GM should decide if the armour incurs any additional costs when calculating encumbrance penalties. Better armour tends to be heavier and impedes graceful movement. Any increased encumbrance penalty should be written on the card. • The fictional description of the "shield" has mechanical consequences. For example, the edge of steel shield could reasonably be used to attack a foe, so the character would have 1d4 attack power with Mix It Up. But a character with no weapon and only leather bracers on their wrists, the character would be "unarmed", doing just 1 attack power. The GM and player should agree on a descriptive name for the armour like "Padded" or "Chainmail" or "Full plate" and write that at the top of a card. The GM may use the name to create implications in the narrative -- it's hard to sneak or swim in full plate armour. Blocking attack power with a shield should be considered an IMMEDIATE move, and the GM should try to keep to the guideline of not allowing players to make more than one move and one IMMEDIATE move per turn in the spotlight. If a GM writes narrative circumstances that cause a disadvantage on the armour card when it is created, no points need to be spent from the Challenge Bank to create the disadvantage later. Here are some example armours: Suggested Name slots Leather Armour Padded Armour Full Plate 1 Harm/Wound 2 Harm, 1 Harm/Wound 3 Harm/Wound encumbrance modifier counts as 2 items counts as 4 items Shields Shields provide a way to avoid Harm and Wound tokens, but they test a character's Dex to do so. To make a Shield card, first the GM chooses the ✔✔✔, ✔✔, and ✅ effects by choosing 3 sequential effects from this list: Avoid the x • Avoid the x, but choose to lose 1 Stamina or this item takes 1 damage • Avoid the x, lose 1 Stamina • Avoid the x, lose 1 Stamina and this item takes 1 damage The x can be either: • 22 character may attempt them. Notes on Moves - Magicrelated That said, using magic invokes some of the more complicated rules of 1kFA. Players are challenged with managing and balancing charges, capacity, stamina, requirements, and narrative effect. This kind of play is ideal for players excited by complexity and the potential of explorable branches. Magic is an element that pervades stories of fantasy. It can be obscure and stemming from nature like in Lord of the Rings, it can be elemental and allegorical like in The Wheel of Time, and it can be linguistic and self-aware like in The Invisibles. The ONGOING tag When a character executes Use a Magic Item, they are considered to be "flowing magical energy" into the item. Then the magical effects happen. To avoid presuming too much about the narrative, the rules do not dictate the nature of magic or the "how" of magic. That's for you to decide during play. The rules provide a mechanical foundation and some optional narrative paths. You are invited to take this well-tested framework, play with it, and expand into it. Some magic effects happen immediately. Some magic effects persist even after you have finished flowing magical energy into the item. (eg, _ of Light, Reaching _) Is magic woven from subtle threads that pervade the universe? Is it based on words of power? Is it high technology hidden in the planet's crust by alien benefactors? Is it copied exactly from a concept in your Touchstone List? You decide. Some magical effects persist only if you continue to flow magical energy into the item. It is up to the player to declare when their character ceases the flow of magical energy. If the flow of magical energy continues, they are not considered idle for the purposes of the Rest and Seek Help moves. The rules give you a way to have scrappy adventurers begin with magic items. These artifacts have 3 charges, and are rechargeable during Rest. Your character can eventually build themselves up in power to a point where they can cast magic spells without needing the items. Charges and Capacity By default, magic items have capacity for 3 charges. An item is considered "depleted" when all its charges are used. The term used for a card's maximum number of charges is "capacity" or "charge capacity". The rules also give names for two sources of magical power, "The Living Light" and "The Blood-Bound". It's up to you to give these names narrative meaning, if you want. When a magic item loses a charge, take a red card from the supply and place it white-sideup on top of the magic item card. Sometimes charges are lost permanently. This means it loses a charge and its capacity for charges decreases by 1. When this happens, place a red card on the item, black-side-up. One thing to keep in mind is that characters may attempt any move that resolves with Str / Dex / Int. (See Move Levels So even if moves like Use a Magic Item or Fundamental Magic were not chosen at character creation or gained via Study Under a Master, any The Obsessive Contemplation move can be used to gain capacity. When a magic item 23 Entreat the Blood-Bound gains capacity, remove one black-side red card from it, or, if there aren't any black-side red cards on it, write down its new capacity on the card. Magic items cannot be damaged. Use a Magic Item Entreat the Blood-Bound If it has not yet been established, when a player first uses this move, it's a great time for the GM to ask them a question: "Who or what is the Blood-Bound?" Use a Magic Item When a character holds a magic item and flows energy into it, the player flips Int, and on any result other than ✗, the item activates and the effects described on the magic item card happen. GM Note: this is a great way to stretch your improv muscles. Say "Yes, and..." no matter if they identify the BloodBound as tiny, parasitic insects or as monstrous, extra dimensional dark gods. Using a magic item causes it to lose a charge. This loss can be avoided with moves like Entreat the Blood-Bound and Channel the Living Light. When a player chooses this card during character creation or Study Under a Master, they also receive the item Blade of Echoes. Following that, results of ✅ and ✔✔ cause a further cost to be incurred, as chosen from the list by the GM or the player, respectively. Note: if the magic item being used is a magical weapon, another choice is available: "the weapon is damaged". The RECEIVE CARDS tag: when a player chooses this card during character creation or Study Under a Master, they also receive 1 magic item of their choice. 24 Channel the Living Light Notes on Moves Study Under a Master Channel the Living Light If it has not yet been established, when a player first uses this move, it's a great time for the GM to ask them: "Who or what is the Living Light?" SUaM card This is the move by which your character becomes a powerful force in the world. When a player chooses this card during character creation or Study Under a Master, they also receive the item Sigil of the Living Light. When your character is in a town (a village, city, etc. -- any safe place where resources and commerce present themselves), you can spend 2 XP to either: Increase the level of a move you already have (See Move Levels • Take a new move card from the supply If you want to take a move card that another player already has or one that was scribbled over in a previous campaign, or just has been ruined by spilled beer, you can copy the text onto a new card. • 25 Move Levels Some Move cards have icons on them that indicate "levels". These levels represent how good your character is at that skill. For example, the move Pick Pockets has 5 icons. Green card Take a green card, and put it on top of the move card. Put the green card black-side-up. TODO: diagram With Pick Pockets leveled up, any time you perform that move in the future, you will add an advantage card when you flip. Pick Pockets card These are the "move levels" for Pick Pockets. From left to right, these icons are called: Because the Pick Pockets card shows the "2 green" icon, you can repeat this process again later, which would let you add 2 advantage cards when you flip. • wild or "2 red" • novice or "1 red" • "studied" or "base level" Decreased Move Levels • expert or "1 green" But what about the 2 "red" levels? • master or "2 green" If you chose Pick Pockets during character creation, you would receive the card and your character would be "studied" in the skill. In 1kFA, any character can attempt any move that is performed by flipping Str, Dex, or Int -even if the player doesn't have that move card! For any such moves, all characters start at the lowest level shown on the card. So every character is "wild" or "novice" at every skill that is tested by flipping Int, Str, or Dex. Increased Move Levels Later, you can go up a level in Pick Pockets. Either by using the Study Under a Master move, or when you resolve a Pick Pockets flip and happen to get a Critical Success card See Critical Success Every character, at any time, can attempt to hit two opponents in combat (via Goreography). Every character can attempt to cast a spell (via Fundamental Magic). But, their odds are very low. 26 You can attempt moves even if you don't meet the requirements shown. SESSION 3 RULES Just as the "expert" and "master" levels cause the flip to be done with advantage, the "wild" and "novice" levels cause the flip to be done with disadvantage. • flip with 2 levels of disadvantage flip with 1 level of disadvantage If you perform a "wild" level move, and you resolve that flip with a Critical Success card, you can spend 1 XP to graduate to "novice" level. • Red card If you choose to do so, take the move card and a red card. Place the red card on top of the move card, black-side-up. 27 Weapon Mastery Notes on Moves - More Power After character creation, an armed PC will be rolling 1d4 for their attack power. This can be increased later on in the game via the moves Tales of a Weapon, Obsessive Contemplation, and _ Mastery. Tales of a Weapon Weapon Mastery card The weapon mastery card allows a player to, during downtime, create a reward that they themself will receive during a future combat encounter. For the sake of balance, the GM may choose to write a downside or limitation on the weapon mastery card. A specific category like "rapiers" might not incur any balancing, "swords" might incur a light amount of balancing, and something very vague like "blades" might incur a high amount of balancing. Tales of a Weapon card The GM should decide whether the weapon will incur any extra cost when calculating an encumbrance penalty. Is the item particularly heavy or large? The GM should weigh that cost against the weapon's other features. This process should be discussed by the table to arrive at a fair balance. Here are some examples: • • • • • 28 "Sword" Mastery: the sword must have been forged by a competent smith "Blades" Mastery: only applies to oneon-one combat "Staff" Mastery: the GM can say staff breaks if max attack power is rolled "Blunt weapon" Mastery: only effective in open spaces "Fist" Mastery: foes with long weapons can negate this Mastery Advanced and Optional Rules Combat in the 9-hour and 30hour Campaigns If you are playing the One-Shot Campaign, you can skip this section. The Harm token rules are for the longer campaign formats. In the 3-hour campaign, the second phase is a choice between just 2 things: losing Stamina or taking a Wound. In longer campaigns, the choice is more granular. Second Phase During the second phase of resolving a combat action, players have the choice between losing Stamina or taking a Wound as explained before, and also a third choice: to turn any 3 attack power into Harm tokens instead. For example, you may split the attack power of 7 into: 4 Stamina points 1 Harm token You may even do that twice, splitting the attack power of 7 into: • 1 Stamina point • 2 Harm tokens • • Fourth Phase Think of that boxing match again. If Stamina represents dancing, ducking, and dodging, then Harm represents landing a blow. These rules are also for representing mental strain that is so significant that the negative effects last for a while. Attack power turns into Harm tokens at exactly a rate of 3-to-1. You cannot choose a Harm token when facing an attack power of 2. When you are instructed to take a Harm token: • 29 If you already have 2 Harm tokens on your Exhaustion pile: Take a Wound instead • Otherwise: 1. Lose a Deckahedron card to your Exhaustion pile as you would when you lose a Stamina point. 2. Place a Harm token on your Exhaustion pile • Cards with and without Stamina symbol When you are instructed to lose a Stamina point, you may absorb it using any relevant move cards and item cards, otherwise: Note, you will see this "1-2-bust" pattern repeated in many of 1kFA's rules 1. Reveal cards in your Deckahedron until you find a card with a Stamina symbol 2. Put that card aside, face-up in your Exhaustion pile 3. Place an Exhaustion token on your Exhaustion pile 4. The other revealed cards go into your discard pile Harm token Stamina - Heroic Mode The Stamina rules described above are known as "Lucky Mode". Those rules allow the players to lean on luck at the beginning of the game, because the "worse cards" of the Deckahedron might end up in the Exhaustion pile, shifting the odds to increase a player's chances to succeed at moves. During the 9-hour and 30-hour campaigns, players will have the choice to switch to "Heroic Mode", sacrificing their potential to get lucky for more knowledge and control over their outcomes. Exhaustion token In "Heroic Mode" characters still have 10 Stamina points. But now, these points are represented only by cards in your Deckahedron with a Stamina symbol (So, if you were instructed to lose 3 Stamina points, you add 3 cards with Stamina symbols onto your Exhaustion pile) If searching through their Deckahedron does not yield a card with a Stamina symbol, the player must reshuffle their discard pile into the Deckahedron and continue searching. 30 Note: Players may choose to reshuffle their discard pile back into the Deckahedron before searching for Stamina points. The Pursuit Mini-game When dangerous foes are chasing the PCs, use these rules to determine what happens. If there are no Stamina points in the Deckahedron or the discard pile, then all 10 must be in the Exhaustion pile. In this case, the character is incapacitated and can take no further actions. When a player first declares that they are going to Bravely Run Away • • GM Note: The switch to Heroic Mode is a way for the players to make a choice that echoes Chapter 5 in the Hero's Journey. They themselves become heroes. By transcending randomness and meet the challenges of responsibility, capability, and commitment, the players will have new power to get the outcomes they desire. • • • • • When playing in Heroic Mode, you may look through the cards of your exhaustion pile at any time. • • • • • • 31 Starting player declares Other players declare whether their character joins One character - the one with the most Items + PACK is declared the "rabbit" Best 3 of 5 rounds Rabbit flips solo Add the rabbit's Str + Dex, then subtract their encumbrance penalty (the count of all their Item and Pack cards) Find their flip rank on the table below For the rounds 2 through 5, the rabbit flips, but can be helped by any of the other joining PCs. The best result between the rabbit's flip and the helper's resolves the round. Each one of the rounds can be helped by Int, Str, or Dex, without repeating. The help must be justified by the attribute. Int ‣ Hiding ‣ Using words to influence a crowd Str ‣ Climbing a wall ‣ Making a great leap Dex ‣ Sliding / tumbling down an embankment ‣ Dancing across a precarious rooftop ‣ Jumping from the second floor onto a waiting horse The last flip must be made by the rabbit alone. If the pursuers ever win 2 flips in a row, they can make a move in the middle of the pursuit if appropriate, like firing a volley of arrows or sounding some kind of alarm (Str + Dex) Enc Flip: <0 0 1 2 3 4 Anvils 2x Anvils with A Bl Cr disadvanta disadvantag nv ad o ge e ils es w ns Dr ag on s Player vs Player 5 This game is a tool for telling stories about a group of characters that work together to overcome some danger that threatens them all. The details of their alliance are discovered through play, and those details can include tension and disagreement. This section provides rules for the tensions to be exhibited in the narrative, but also tries to guide the resolution of those tensions to a state where the characters are afterward unified against their common, non-player, foes. Drag ons with adva ntag e Combat When a player asserts their character violently against another player's character, the rules are special. In general, negative consequences are only applied by consent. These are different than the rules for fighting NPCs and monsters. Fights among player characters can be great to introduce drama and increase tension in your narrative. But they are designed so that one player cannot force another player out of the decision making process. The narrative you create in 1kFA is a shared one. When a player's character attacks another player's character, moves are triggered as they would normally be, and costs are paid (eg, if the attacker uses a magic item, they may lose a charge), but there are differences: XP cards do not generate XP if they resolve a flip • Critical Success cards cannot be used to go up levels in moves • Attack power is not rolled Instead of rolling attack power, the defender alone describes the negative consequences (if any) their character suffers. This includes loss of resources (like Stamina / Harm / Wounds) as well as narrative consequences. • 32 Optionally, the attacker may also describe negative consequences for their own character, mimicking the way the Mix It Up move causes both the attacker and defender to suffer attack power. 30-hour Campaigns: Level cards and green rings The GM can still collaborate with the players to describe narrative outcomes of the altercation, and may even use the situation to bring dangers to bear, but may not reduce player resources as a result of the specific action. Green rings / REQUIRES If you are playing the One-Shot Campaign or 9-hour Campaign, you can skip this section. Inter-party conflict can provide some of the most interesting and dramatic moments of a campaign. Those moments arise from a group of friends at the table collaborating together. Theft, persuasion, mind-control Just as in PvP combat, when one player tries to: • reduce another player's resources • eg, by using the Pick Pockets move • use a move to dictate another player's character's action • eg, by using mind control magic XP cards do not generate XP, Critical Success cards cannot be used to go up levels, and the defender gets to say what the result was. requirements When you Study Under a Master, the cards available to choose from are limited by the REQUIRES tag. If you cannot arrange your move cards to form the number of rings shown in the REQUIRES tag, you cannot choose that move. Some moves have requirements. These are illustrated as green rings, sometimes with a letter inside -- R, F, or W. Requirements are sometimes separated by a slash, /, which means "or". For example, using the Study Under a Master move can gain you the card Fundamental Magic only if you have two green rings or one W ring. What, then, are these rings? Take a look through the move cards and see that there are partial rings printed on them 33 either in the corners or on the sides. will not have any green rings at the beginning of session 2 -- session 3 tends to be the first session where this rule matters. When you can arrange your own move cards together in such a way that a ring is completed, you "have" a ring. If your cards can arrange to show 2 rings, then you "have" 2 rings. level cards Once per session, if you have more green rings than level cards, you can choose one new level card. Like move cards, level cards may also have requirements. Some require that you have a certain amount of green rings to access them. ring arrangements If your card arrangement had the cards Pick Pockets and Not On My Turf next to each other, you could complete an R ring. If you had the Scent of Blood card instead of the Not On My Turf card, you could arrange it next to Pick Pockets to complete a ring, but it would not be an R ring or an F ring, it would be considered a solid green ring. You do not have to keep your cards in this arrangement while you play. Level cards At the beginning of each session, players should arrange their move cards to count how many green rings they have. Usually, players 34 Appendices Diceless Play Rolling dice is a fun, tactile experience, but not every table has the dice that 1kFA asks for. In that case, it is possible to play 1kFA without owning the physical dice. Each Deckahedron card has symbols that can be used in their place. To roll a 1d4 or 1d6 with the Deckahedron, flip over a card from the top of your deck, and look for the d4 or d6 symbol on the face side, and count up the pips (the dots) inside the respective symbol. TODO: illustration of d4 and d6 symbols If the count of pips is zero, that card doesn't count. Just re-flip and use the next card. To roll a 1d10, follow the same process, but add up all the pips of both the d4 and d6 symbols. This does not produce results uniformly between 1 and 10, but instead produces results along a specially-designed "2to-10 curve", which has been chosen to provide statistical results that create a pleasing and dramatic experience. 35 Glossary • • • • • • • • • • • • • • • • • • • • • • • • • • 1d4, 1d6, 1d10 This is notation that means "one foursided die", "one six-sided die", etc. attack power the number representing how powerful an attack is charge capacity the maximum amount of charges a magic item card has depleted the state of a magic item without any remaining charges halve When you roll dice and halve the value, divide by 2 and then round up to the nearest whole number. 4 becomes 2, 3 becomes 2, 2 becomes 1, etc. idle A magic item is idle only if magical energy is no longer flowing through it melee When the details of the fiction put two combatants close enough to each other such that their handheld weapons might connect More Power Permanently changing the kind of dice that are rolled when certain Item cards are used NPC Non-Player Character (a character controlled by the GM) PC Player Character (a character controlled by a non-GM player) ranged (or "at range") When the details of the fiction put two combatants far enough apart that their handheld weapons could not connect session The contiguous period of time that • • • • 36 you're at the table, playing the game the supply The area on the table where all the cards and tokens are kept town Any place that offers food, shelter, exchange of goods, and the company of others. It could be a primitive circle of huts or a sprawling city XP "experience point" or "experience points" Components TODO illustration of all components and their names 37
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