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Designer Playtesters: THE POCKET JOURNEY» Welcome to The Pocket Journey. Enter a world full of adventures, dangers, surp! friendships. Yourworld! The Pocket Journey is a game of just 18 cards, 3 D6 dice, a sheet of paper, a pencil and lots of imagination. Cards and dice will guide you on a journey full of dangerous enemies, unexpected events and discoveries, Will you, alone, or in a group, make it to the end of the journey by epic concluding your story, or will you perish in the middle, forgotten like an ancient scribbleon paper? 1 LIGHT RPG The Pocket Journey brings in a light and accessible way some ideas from tabletop RPGs (such as GURPS, Vampire and of course Dungeons and Dragons): imagine and create your characters, your world, your objective, your story, without the need for a game master , large spreadsheets, huge books or, something very difficult these days, alot of free time. 2. SETUP Before assembling the playing area, let's understand each cardinthegame: sand 2.1 CHARACTER CARDS lim im ‘neMTHY ‘EMUSTED There are 3 character cards clearly containing the 3 game attributes: @eooy - Represents your physical strength and will be Used in combat. MIND - Represents your intelligence and lip service, used in interactions to determine possible events, encounters and attacks in each location. It also determines which enemy you will face when attacked. AADEXTERITY - Represents your agility and awareness when collecting supplies, essential for your journey and, if necessary, escaping from an uphill battle. Note that each character has a stronger attribute (+1), a weaker (-1) and a neutral (+0). Choose, at the beginning of each game, your character and already visualize who he will be: a strong modern boxer, a strategist android or a medieval hunter? Remember, your world, your character. ‘ancis Kodama rancis Kodama, Vanessa Kodama, Artur Kodama Created to Button Shy - The 18 Card Challenge - Role Playing Game B&.1-3 gA6+ © 30-60 The character card has two sides, healthy and exhausted. You always start on the healthy side. Take 1 damage or don't consume 1 supply to turn the card over to the exhausted side. Note that on this side your neutral attribute weakens (it becomes -1). naddition, 1 more damage or one more day out of supply and your character falls (it's out of play and only comes back if a powerful item brings it back). 1 heal or consume 1 supply turn back the card, returning it to healthy state. Nobody said the journey would be easy... There is also, at the bottom, an area to place the supply die. Put the here with the group's current supply. This dice is also used to mark the player/narratorin turn. Starting Supplies: At the beginning of the game you (or your party) startwith the followingamountof supplies: 1 player: 2 supplies, 2 players: 4 supplies, 3 players: 6 supplies. Attention: at no time you can have more than 6 There are 3 level cards and these are identical. After choosing your character, you decide how he will evolve during the journey. For this, take a level card and note that we have 3 evolution options. At the end you will evolve by +1 each attribute. But the order they will evolve isup toyou. (Once chosen, fit the card below the character card at the top, showing only the Levels tab. At each level gained you go up ‘one more tab, leaving visible the bonus gained permanently. The level cards also have asummary of what to do from here: BEFORE STARTING... rape rete gr sp fe We bat et. ‘at i ef DEFINE TOGETHER: ‘© HOW IS THE SCENARIO / WORLD OF THE JOURNEY? "WORLD? e There are 6 journey cards, being 3 initial journey cards (grey upper bar) and 3 advanced journey cards red upper bar). These cards will define the possible locations and events of your journey. Each card can represent a few hours, a day or just an event somewhere. You define. Let's now define the starting line of the journey. This represents a period. The total journey is completed in 4 periods, which get longer and harder as you progress. For the first period, separate the initial and advanced journey cards and shuffle them separately. Make a line with the initial 3 face down and at the end place the card with the game name facing the final battle side (see below) and place the pile of advanced journey cards (face down) on top of the final battle card, showing only the frst row (period 1). ‘Thus we form the first period of the journey, consisting of 3 initial locations / events in random order anda final battle. fe Each journey card must be turned over in the player/narrator's turn and must be resolved in the correct order: CONSUME: each character must consume a supply. In case there are not enough supplies, players can choose which character to consume and which not. Remember: not consuming supply results in character exhaustion or fall and vice versa (depleted characters that consume 1 supply become healthy). @LOCATION: then the player/narrator in turn rolls a die to define the location description. @EVENT / ENCOUNTER / ATTACK: now the player/narrator of turn rolls) to define the card'sinteraction and checks the result on the corresponding card: event, encounter, easy attack or difficult attack (see below). With this information he narrates the location and what happened in this card. It then appropriately resolves the card's effects. QO COLLECT: finally each player rolls his fi to collect more supplies: 1: no supply, 2-5: 1 supply, 6: 2 supplies. Increase the amount collected on the supply die (maximum of 6) and pass this die to the next player/narrator clockwise. We continue like this until the end of the game. Raa Wee oe Pew Bon ccoe = = The card with the name of the game is also the final battle card, placed at the end of each period. It resolves like a journey card: consume phase first. Realize that the location, description is always epic. The turn player/narrator rolis@to define the attack and narrates what happens (preferably in an and exaggerated way, after all it's the climax of the period). After defeating the enemy, the card indicates the prize (going up a level or gaining an item). Finally, collect supplies. Take the shuffled top advanced journey card and without seeing shuffle it with the initial 3 journey cards. Make a new line (now with 4 journey cards + final battle card), lower the cards so that the line from period 2 is visible and start a new period. So at each end of the period a new advanced journey cardisadded. Ifyouwin the final battle of period 4, congratulations, you've won the game and fulfilled the objective of your journey. If all characters fall, game over. Your journey ended tragically. 2.5. EVENT AND ENCOUTER CARD Consult this card according to the revealed journey card. Events are happenings, encounters are other characters. Creatively narrate each of them by solving the instructions according to the result of your Croll 2.6. ATTACK CARD er seen Bei esa Refer to this card when the journey card indicates an attack on the appropriate side (normal or difficult). Each enemy has its type, battle value and the damage it deals (see Battle) 2.7. ITEM CARDS > Oa we | @ There are 3 item cards with a die value on each side. When indicated, rolla die to see what the item is. Each side has two types of posable item on the left side and equipment on the right side. The won item is placed under the character card on the appropriate side, making the active item visible. OB") As lz az =] 5 Disposable items are used once and discarded. Equipment, items are active until the player chooses to discard them or give them to another character. A character can never have more than 1 of each type of item (disposable or equipment). Characters can exchange items at any time, except during a battle (including fallen characters, as long as there is no escape). When you roll an item and the number is not available, you win in supplies (1 ifit'sa disposable item, 2fit's equipment). When an item comes into play, the turn player/narrator describes which itemitis according to its effect (be creative). Variant: Traveling alone can be more dangerous, so if you want, at the beginning of the game, roll an equipment item to start your journey with 1 character, or 1 disposable item playing with 2 characters. 3. BATTLE When an enemy is defined a battle starts. Starting with the current player/narrator and running between players in a clockwise direction. Check your bonus(s) on J and the enemy. Roll one die for yourself and one for the enemy with the necessary modifications and compare the results: YOUR ATTACK IS HIGHEST: you defeated the enemy, the battle ends here. ENEMY ATTACK IS HIGHEST: check the damage done by the enemy and apply it to your character. When damage is separated bya /, first subtract the supply(s) indicated. fthere is no supply, remove the damage indicated. When damage is separated with an ‘and’ (1 supply and 1 damage), suffer both. In this case if there are no more supplies, just take the damage. The enemy keeps attacking, move to the next player clockwise until someone defeats you. If you're playing alone, keep trying until you defeat him. TIE: you take the indicated damage and the enemy is defeated. The battle endshere. ESCAPE: Ifthe battle takes aworrying turn, there sno shame in running away. I you choose to do so, a player in is battle turn withdraws 1 suppiy (if there are no more supplies, escape is impossible) and rolls 4) (difficulty 3+ or 4+ depending on the attack). In case of success, all escaped unharmed. Failing that, they all run away, but this player stil takes damage fromthe enemy. 4, CREATE YOUR STORY ‘The Pocket Journey rules and cards serve as a basis to guide the events in your story. The most important and fun thing is to creatively narrate your journey with the help of other players, For this, at the beginning of the game, distribute a paper and pencil/pen to each player. Write, draw and map... create your unique and epic journey. Ifyou don't agree or miss any rules, feel free to improvise.

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