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mint&minotaur

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o n e c o i n + y o u r i m a g i n at i o n = i n f i n i t e a d v e n t u r e

How to P lay Action Danger


Remember those make-believe games we used to play as Whenever you’re doing something important that has a When you are attempting something very dangerous, flip
kids, where we’ll pretend to be knights or queens or kung- chance of failing, flip a coin 3 times. another coin separately. This is the damage coin. If the action
fu masters out to defeat robot dinosaurs? It’s exactly like failed and the damage coin is a head, scratch out the highest-
that, except you use coin, pen, and paper to track what your Flip it an additional time for every aspect that’s related to the numbered aspect you have.
character’s abilities are, and whether they can perform actions action. For example, if you’re running away from a minotaur,
that build the story. and one of your aspects is “three-time 100-m dash champion”, When you lose all aspects, your character must retire. Explain
then you can flip the coin 4 times instead of 3. how they exit from the story. The referee will also narrate how
One friend will act as a referee. They’ll facilitate a story by their retirment made an indelible impact on the adventure.
narrating scenarios where characters can act and respond. Reduce your coin flips by 1 if the action is very difficult; by 2 if
“You see a minotaur,” for example. Everybody will tell stories the action is impossibly difficult.
of what their character will do. The referee reacts and adjusts
the story based on what everyone else did. “I punch them”
Magic
you say, and the referee can reply, “They punch back.”
0-1 HEADS You have completely failed. The referee will
narrate the unfortunate consequences of your failure. You start with one spell for each aspect you have that is
explicitly related to your spellcasting. You cannot use these
But first, non-referee players start with character creation.
2 HEADS Pick: you either succeed with consequence or fail aspects anymore to improve your coin toss.
with opportunity. Succeeding with consequence means you
For each spell that you have, combine a noun and a verb of
Character Creation get what you want, but there’s a significant complication that
will make your life or your allies’ lives difficult later on. Failing your choosing—for example, “breathe fire”. It becomes your
with opportunity means you don’t achieve your goal, but you’ll spell. If your spell is too vague or too broad, your coin toss
Give your character a name, and a one-sentence description. becomes more difficult. Also, if you lose all magic-related
get a boon in return.
On a piece of paper, write the following aspects in order: aspects through damage, you can no longer cast spells.

1 | The fondest memory you’ve ever had 3 HEADS Success! You get what you want, no more, no less.
2 | A unique capability you were born with
3 | A profession or vocation where you’ve always excelled
Growing your Character
4+ HEADS You’ve overshot. Your success has an unintended,
4 | An item that stays close by your side negative consequence. It’s bad—you or other characters will If your character has achieved their goal, add a new aspect.
be affected. Then create two new goals. Once that’s been fulfilled, add an-
Lastly, write one goal your character would like to achieve. other aspect, then create three goals. And so on. Keep adding
Helping. Another character may help you if they have a one goal every time you “grow”.
related aspect and can narrate how they are assisting. If they
do so, make another coin flip. http://momatoes.com

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