Scene 2 cards in the hand must declare and playthem. When the last scene in the Act is played, theGM will announce Act 2, Scene 1 and so on...If the Play Deck runs out before your players haveﬁnished, gather up and shufﬂe the story/discardpile, and without sorting it, turn it into a new PlayDeck.
As there are no dice task resolution is relativelysimple, with a presumption towards success. If aplayer proposes a reasonable action that is easy,then it will succeed, unless the GM has in his or heran appropriate Nature or Prologue card than cantwart the action if it adds to the story. Example: Aplayer might try to steal a kiss from a drunkenNPC, but the GM has a
card which says theNPC thinks him or herself too good for the player'scharacter.More difﬁcult actions require that the player's handincludes a Prologue Card that explains thecharacter's ability to succeed in the task. Again, thetask might be thwarted if the GM chooses to playappropriate Prologue or Nature Cards. The rule of thumb is that if the GM plays more cards than theplayer, the task fails.
To make a hand to hand combat action againstanother character (Player or NPC) each combatantmust play up to two Action Cards, and mayimprove his or her chances of success by playing anappropriate Nature or Prologue Card. Action cardscan be offensive (Example:
) or defensive(Example:
), some may be played as eitheroffensive or defensive (Example: A
cardplayed with a
may be described as a charge,or as a dodge and reposte). Each opposed playerselects their two Action Cards and any supportingNature and Prologue Card at the same time, andplays them face down. When both opponents haveselected their cards, they turn them over andtogether tell the story that resolves the combat.Example: A player character and an NPC face off.The GM selects two
cards and an
Nature Card, the player chooses a
card and a
card. When the opponents turn their cardsover they agree that the ferocity of the NPCs attack beats the elegance of the player character's plannedparry and counterattack so in this case the playercharacter is winded.When Action Cards are discarded, they don't gointo the main story/discard pile, but rather aseparate combat pool. Players replace their Actioncards from the pool generated during the
combat, unless there are none, in which case theyare dealt card from the Play Deck. This has theeffect of limiting the duration and ferocity of earlycombats, while ensuring there is plenty of "stamina" for any climactic ﬁghts later in the playProjectile combat may be opposed (if the target isactivly running and dodging) but is more likely to be unopposed. Whether the shot is easy or difﬁcultwill bedeﬁned by circumstance (range, cover etc.)In the limited resource world of
Tales from theFloodplain
however, each bullet or arrow is aprecious card that must be discarded into the mainstory/discard pile when played.
ld turn y
r necks, and make but an inte
or survey of y
r good selv
William Shakespeare, CoriolanusThere are twenty cards. Each describing an excessor deﬁciency of an
Virtue. When aplayer draws one from the Play deck s/he mustplace it face up on the table in front of them, foreveryone to see. If you roleplaying your characterwell, according to the Nature cards in front of youthey you may be rewarded with extra cards fromthe play Deck.Sometimes you can play a card to modify a relevantaction. For example, if you play the
card when trying to sneak past a guard you aremore likey to succeed. There are no hard and fastrules on what works and what doesn't - the playershould roleplay why the card will help his or heraction, and if the GM/other players thinks its justiﬁed, then it works.If you acquire two complementary Nature cards,you must pair them and display the resultingVirtue in your roleplaying choices. You may alsouse a Virtue to modify a relevant action as above.
Matthew Tyler-Jones Tales from the Floodplain