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Gauntlets & Goblins


Introduction 1
Using Your Cards 1
Whats on a Card 1
Getting Started 1
Classes 1
Character Attributes 2
Travelling & Rest 2
Combat 2
Injury & Defeat 2
Magic 3
Running the Game 3
Treasure 3
Monsters & Other Foes 4
Print and Play Cards 5

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Introduction If the card asks for multiple dice,
sometimes youll have multiple successes, and
Gauntlets & Goblins is a tabletop role- this is good. It may be important for very difficult
playing game for the whole family. To put it tasks, combat, or opposed rolls, but generally at
simply, role-playing is pretend. We imagine least one success means you are successful.
the story we tell together and use the game
devices to determine the outcome of our Getting Started
actions. Play is officiated by the Game Master,
or GM. This person determines the overall plot Each player will need a character. They
of the adventure and acts as the players eyes can determine who they want to be either before
and ears. The GM controls all the people and picking a class, or after.
monsters the players meet along the way. As a
result, the GM should be someone older, or at Classes
least someone who has had some experience
playing these sorts of games before attempting Classes in Gauntlets & Goblins are fairly
to run a game for the first time. For more simple, each boiled down to a set of character
information on GMing, see Running the Game. attributes and starting equipment. When
choosing a class, consider carefully what you
Using Your Cards would like to do, but dont worry too much. If you
decide later that you want to do something else,
The cards available to you will determine you can obtain different cards that will let you
what you can do, at least in part. Each player branch out in new ways. Each class card lists the
may carry two blue cards and two green cards starting items that come with it. Once you have
(the number of red cards you can hold is your cards and your persona, youre ready for
determined by the item card that grants you adventure.
spells). Should you obtain more that you can
carry, you will have to store them in town or sell Wait, what can I be? In the basic version of
them to shops for other items. Gauntlets & Goblins, all races, species, and
sentient objects are equal. No matter what
Whats on a Card you want to be, elf, dwarf, or onion, all use
the same stats and equipment listed on the
A cards text will tell you how to use it. class card given to them. Let your imagination
If the card asks for a dice roll, there will be a decide how a talking onion might use a magic
number on the top right that will tell you how wand.
many dice youre allowed to roll. To succeed at
using the card, one of your dice needs to show a
marked side. If you dont have custom dice, you
can use a normal six-sided dice and roll a 4, 5,
or 6.

But theres no card for For things like

lanterns, rope, bits of bread, bear traps,
grappling hooks, or even a trusty ten foot
pole, just assume that each character has the
item as long as its within reason. If a player
would like to have something thats not exactly
typical, just make sure they say they have
it ahead of time. If the desired item is just
something you as a GM dont think theyd have
access to, go ahead and deny it.
Character Attributes the GM should pick either clockwise or
counterclockwise. Once the players enter
When interacting with the environment combat, free play stops and everyone must
or those that live there, you will often have to act in turns. Play starts with the player either to
roll tests of your characters abilities. Typically, the left or right of the GM (whichever way was
earning a single success will mean that the determined before play) and continues around
action yields the desired result. the table until the fight is over. At the start of the
next fight, play resumes with whoever is after the
The attributes cover the following: person who ended the previous fight, until the
end of the session.
Muscle - tests involving the characters physical
prowess, whether speed, strength, or stamina. In combat, each player may move their
Mask - tests involving the characters guile, character a reasonable distance (typically
stealthiness, or cunning. around 25 or 5 squares, if using a grid), as well
Book - tests involving the characters knowledge as use one blue equipment card or one red spell
or understanding. card.
Magnifying Glass - tests involving the
characters awareness or insight. *Note: Some cards like Shields and Daggers act
Lips - tests involving the characters ability to outside the normal rules. Shields can be used
persuade, lie, or inspire. to block damage each time the user is attacked,
and daggers can be used once each turn for
You want to do what? Sometimes players free.
come up with things that boggle the mind,
for good or ill. When such an event occurs Melee weapons may only be used on
and youre just not sure what ability to have enemies within reach, while ranged weapons
them roll, pick a number of dice relative to can be used against foes up to about 8 squares
the challenge you believe appropriate. For or 40.
things you imagine they could do with some
regularity, for instance, two dice. Should play go the same direction every
time we play, or just stay the same within
Travel & Rest a single sitting? Gamers love to optimize
benefit. If play always begins to the left of the
Along your journey, you will find times GM, you will find that players will compete to
where you need to rest. When you do so, you sit there. By changing the direction of play
flip all face-down cards face-up. You may also each time you start a new session, your
decide to trade any cards you hold for cards you players will be less likely to fight over chairs.
are storing. You may also trade spell cards, if
you have any (See Magic for more information Injury & Defeat
on trading spells while resting).
When a weapon is used and successes
Stored items are kept separate from a are earned, you flip that many heart cards face
characters ready equipment, but still in their down for the character struck. Once all of their
possession. Stored items can be traded with heart cards are flipped face down, they fall
other active equipment cards during a rest. unconscious. In the event that the entire party
falls unconscious, we recommend that they find
themselves captured and in need of an escape
Combat plan. In the case of monsters, they are defeated
in the manner appropriate. Once combat ends
Fights are bound to happen as heroes and one side is victorious, they may flip all their
and villains clash. At the start of the session, heart cards face up.
Magic outcome. For an opposed roll, simply have
both participants roll and the one with more
Gauntlets & Goblins is a game about successes wins the test, in the event of a tie, use
imagination. As such, the system has very your best judgement when asking for more than
loose rules governing the use of magic. Certain one success. Take into account the likelihood of
equipment cards, namely holy symbols and spell them being able to do what they want and try to
books, grant characters red spell cards. strike a reasonable balance. Some things are flat
out impossible and should be treated as such.
At the beginning of each day, a player If faced with the Grand Canyon, a player who
may elect to consider new spells. If they do so, wishes to jump it unaided should not expect any
reveal spell cards from the spell deck equal to chance of reaching the other side.
the amount they are allowed by their gear. They
may choose to discard any spell they currently Treasure
have in favor of any spell so revealed. Once this
is done, take all discarded and non-chosen cards Looting the dragons hoard is always
and place them randomly at the bottom of the exciting. When your adventurers succeed in their
spell deck. quest, if you feel it is appropriate, shuffle the
unused equipment and magic item cards into a
During play, a character may cast any deck. Reveal one for each player and let them
spell they have as many times as they like. The take their pick. Note that if they end up with more
only restriction is that each spell may only be than they can carry (two blue and two green)
active on one subject at a time. Casting a spell they have to choose cards to store.
while it is already active negates the original
effect. When the party are somewhere they
can shop, you may reveal three cards to
Effects are deliberately loose. We represent the inventory of the shop (or more/less
realize that this means that it can be difficult to depending on the relative wealth of the area).
determine the correct ruling for certain things. Each player may trade their cards, stored or
Just remember that youre playing a game to held, for any of the cards in the stores inventory
have fun. If an action is questionable but fun, one to one.
rule in favor of fun.
Even Basic Cards? Yes. Players may even
Running the Game trade their starting cards one to one with
shops. If you feel that this is bit too generous,
Ultimately, what makes a good story is you may say instead that shops only accept
down to personal tastes. That said, an adventure starting equipment cards at two to one.
needs a few things to get going. You need a
location, a goal, and an antagonist. Something
as simple as In a cave in the mountains there is
a dragon who has a magical cup that can cure
disease, and youre off. The story can be as
complex or simple as you like. Whats important
is that each player has fun being in that story,
and has a hand in writing it.

In rare circumstances, these adventures

will feature incredibly difficult tasks, or attribute
tests that are made in opposition to another
character. In these situations, a player may
need more than one success to gain a favorable
Monsters & Other Foes Sometimes you wont simply throw
minions or mooks at the party. When you have a
Enemies that we face in Gauntlets & monster with more dice than the lowest total of
Goblins are fairly abstract. A mere pile of heart heart cards possessed by the weakest character
cards and some dice are all thats needed to stir in the party, you should take the excess dice and
up trouble. What we recommend is that you take spend them on special abilities. Note that these
the number of players and multiply by 3. For a abilities do not reduce the number of hearts the
typical fight, the enemy side should have that creature has.
many each dice and heart cards.
Examples include:

Ability Cost Description

Regeneration 1 Recover 1 heart at the start of its turn.

Characters dealt damage by this must succeed at a muscle test to act on their
Grab 1
Fear Aura 3 Characters must succeed at a 1 die test on their turn or run away.

Multi attack * Attack hits two targets at once.

Durable 2 Reduces all damage taken by 1

Spell 2 Has access to one spell card per 2 dice spent.

*After adjusting dice pool for all other abilites, reduce the remainder by
Print and Play Cards

The next few pages are our sample cards to get you playing. These images are not representi-
tive of the final product, nor does this pdf contain all the planned cards for the beginner box version of
the game.

We recommend using cardstock for the best results. Simply print each page on its own sheet
of paper and then cut along the lines. Youll then want to separate them into piles of spell, equipment,
and magic items for play.

If you would like to make the dice even easier to use, you can buy blank dice and then mark
half the faces with sticky label dots.