Rumor Has It

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eee ‘There's a party on, and everyone has one true secret. Keep Yours safe while charming and) fighting your way to discovering the others among this glittering sea of rumor. Whab lou Need lo? 35 people, paper, penclls, a deck of cards, and at least one pair of 6-sided dice of differing colors torepresent Charm & Spite. (We suggest Red & Black respectively) lame Se Sip! oly iphe ? Every player creates their character and helps decide the party. Is it a Wedding? Japanese Tea Ceremony? Prom? A Harvest Festival in Ancient Rome? Shep 2 Vow life rit f an answer for each associated rumors on our character sheet. These are the names oF people ana things others wil use when taking bout rumors concerning You {Take trom real ire or make them up!) 3: het Remove all Jokers and face cards except for Queens and shuffle the deck. Place It in the middle of the players and each player draws one card to start their hand. This first card represents your TRUE RUMOR! All players write theirs down on a piece of paper and put It to the side. You never lay down the ‘TRUE RUMOR on the table until someone Causes | Py eine Alternate between Rumor Mill and Action phases until someone Causes a Scene. Che Rumor MU Phase Everyone draws a card from the deck. one Player Starts a conversational scene at the party, and they bring at least one other player into this scene, wherein they discuss a rumor about another player. Set the scene and talk about the rumor. Expand. the rumor with juicy details. Expiore the scene, getting shared input from all players. Some examples of how to expand the rumor: Who did you hear it from? Are they at the partu? ‘Who else was involved? lf the accused wants, during accusation, they can lay the associated rumor card down, face- up and gain 1 Charm point. Explain how the rumor can't be true. Che clon Phase Dancing, dating, painting, or whatever else. Characters “do* things in the Action Phase, which is composed of Action Scenes. Each player can participate in at most two Action Scenes. You can have scenes together and solo; other players portray NPCs, and you all help set up the scene through shared input. Early onin the scene, say what you want to accomplish and Roll Charm & Spite to see how it goes. If your aim was a Charming action or outcome and you succeed, you get a Charm point. If it was Spiteful Instead, you don’t get a point, and the interaction doesn’t go your way. (ana Vice versa) lf the action intent was Spiteful and you fail, you can choose to drop a card from your hand face- Up onto the table and gain 1 spite point; the interaction gets ugly. Describe how. ‘The Action Phase is finished when all players have participated in two or more Action Scenes or no one wants to start any more. Go to the Rumor Mill Phase. ‘lal Action Scene where you're trying to: get rumors on other plaver(s). Set up a Scene where other characters are talking in private to one another. Costs 2 Action Scenes. Can not occur in the first phase. Roll Charm & Spite twice. if the result is Spiteful both times, you choose one of the characters in the scene to reveal up to 2 cards in their hand at random to you. If either rollis Charming, you reveal 2 cards at random in your hand to all Players whose characters you tried to spy on. Characters spied on do not treat this as one of their two scenes in the Action Phase. Charm représents grace and kindness, while Spite represents apathy & malice. Charming actions include gently nudging someone to leave, while Spiteful actions include throwing a drink in someone's face. Charming objects Include a sik glove, while Spiteful objects include a torn dress. When you Roll Charm & Spite, take your Charm & Spite Dice, rolling them together. if the Charm die’s value is higher than Spite, the result is ‘Charming (and vice versa). if the dice are equal, it’s your choice, and you draw a card. If you're ever unsure of how something looks, happens, etc. Roll Charm & Spite. You will accrue Charm & Spite points ‘throughout the game. They can be spent in the following ways: + Once per scene, spend 1 Charm or spite point to force a plauer (Including yourself) to reroll Spite & Charm + Offera character 1 Charm or Spite point to do something for you + Spend 5 Charm or Spite and pick a player who must write their TRUE RUMOR’S color, feeling, or nature on anote they pass secretly to you. Roll Charm & Spite to determine what they must write: © Charming < spiteful: True Rumor Feeling © Charming > Spiteful: True Rumor Subject. © Charming = Spiteful: True Rumor Color Che Rumor Cards Rumors are standard playing cards. They are used to set Rumor Mill scenes and help. determine which rumors are true and false. Most rumors are false. Arumor card used and laid on the table for any benefit stays there, and you can lay arumor down, face-up in this additional wau: + Once per scene, force a player (including yourself) to re-roll either a Chatm or spite die, based on the card's color. No Cards lo Dray? if there are no cards to draw and no one has Caused a Scene yet, finish up the current scene. Someone must Causes a Scene immediately after or the party (and the game) ends with the winner being the player with the most Charm points. Cause a Stene You can Cause a Scene any time after at least two Rumor Mil and Action Phases are completed. When you cause a scene, you're making a huge Public accusation against someone of a moral code they've broken, Scandal committed, or ‘something else bound for the tabloids. Declare the suit and number of the player's TRUE RUMOR, which they now reveal by showing the Paper with the rumor written down at the game’s beginning and the corresponding card in their hand. The accuser and accused now roll Charm & Spite. If the accuser guessed the hidden rumor correctly, they reduce a number of points based on the difference of their Charm & Spite roll, The points they remove depend on the dice; if the Charm is higher, they remove Charm, points (and vice versa). For example, if the Charm die result is 5 and the Spite die result Is 3, the difference Is 2, and since Charm is higher, Charm is reduced by 2 points. The defender must use the lower value of their Spite & Charm roll, removing marks from the stat associated with lowest dle value. (Ir both dice have the same value, the defender decides which points to remove.) lf the accuser guessed incorrectly, the accused Instead gets to roll using the difference between Spite & Charm , while the accuser must roll, reducing their Charm or Spite by the highest die’value in the roll, Each roll signifies a back-and-forth fight, argument, dust-up between the accuser and accused, with roll results telling you who wins each round of the conflict. Describe this conflict with lots of detalll ‘The loser of this conflict Is the first player that must remove Charm or Spite points but has no points left. The other player is victorious as the most “Elegant” of the night while the loser. hangs their head in shame or swears revenge. knaves And Saves Games ‘is workis produced unger a Creative commons “attribution 40 international ieense (6¢ BY 4.0) (omoml Artwork © 2020 John Mecioud, Purchases rom Artist Author: John Aden McCioud (startant.ngonotieagmaticom) Cover Art: Minzy (nttosywmwinstagram.convtinyporb/) Inspirations: Mean Gins, Easy, Pride ane Preludes, 10 Tings ate ADSU FOU Character Characler Naame Gols (circie up to two) Find love, get revenge, one-up the competition, mend broken hearts, break hearts, sow discord, Keep the peace or make Up your own. Tin M baring (circie up to two): Dress, suife and tie, kimono, Jacket, Jeans, Skirt, Yow Rumors shorts, Toga, Pants, Bunad, Casual clothes, zoot Suit, oF something else. These correspond to card numbers and are the subjects plavers talk about when rumors are Gal Looks (circle up to two targeted at You Take from rea ife of make Glamorous, ripped, vintage, studded, spiked, velveteen, silk, leather, fuzzy, professional, or something else. ; 2: My Disincive fealre is (write one): Joiands wilh (one or more Jrenenies wilh (one or rnore): Characler Gype (Pick one) Queen bree a “ 6: Ofice per game, if you have at least 10 Charm or Spite, pick a player Who reveals their hand to you Unless they remove a total of 5 points across Charm and Spite. If they reveal their hand, you lose § Charm or Spite (whichever you used to activate this ability). if Someone reveals cards during a spy scene ‘that does not include you, you can roll Charm & 9: Spite, spending 1 point of the higher resulting die to see one of those cards, too. Reroll 1 of your Charm dice once each Phase. femme fille Reroll 1 of Your Spite dice once each Phase. 10: Wearess With at least two aces or queens in your hand, YoU can choose to use either die mechanic during Cause a Scene. Character Decoding lhe Ramors ‘The rumors are the Ards in the deck, on the table, and in your hand. The color, suit, and number all have meaning. Color The card color determines which die you re-roll when using rumors for their standard re-roll benefit. Furthermore, if you don’t want to roll to see how the rumor comes up in conversation, You can use the card's color instead. Red: Charming Black: Spiteful Sul Determines the feeling around the rumor. If it’s a “Sad” rumor, for instance. # saa @ Funny/Embarrassing Y enraging 4 Worrying/Frightening Nunber Determines the subject of the rumor 2: A Person (e.g. Friend, lover, family) APerson APerson APosition/Power (e.g. job, honorifics) APosition/Power 8: An object/thing (e.g. health, car, money) An object/thing n object/thing Goals selected at character creation are composed of 3 Subtasks (Which must be attempted in-order), the nature of which are left to the table to decide. For example, Find Love, might consist of (1) Make a good impression on them, (2) Get them away from prying eves, and (3) Share intimacy. Agoal is Successful when min. 2 out-of 3 of its Subgoals are successful and all 3 subgoals have been at least attempted in scenes. Once a goal is SUCCeSSful, You gain 3 Charm or Spite points depending on the goal. (other players are encouraged to interfere!) vil Cards Queen of Heals pe Aplayer can drop this card at any time to make a charming action succeed where it would otherwise fall. Queen of As Queerf of Hearts but for a Spiteful action Z Geer Piet con avout youre representing how you flash your money and don’t care about what was said. Gain 2 points of charm or spite (your choice). of Geen lle ng rox your sotede. you 2 Charm or Spite (your choice). woes Drop them on the table at any time. If the suit is black, you gain 1 Spite. If red, one Charm. Ming Ramors You can lay a rumor down, face-up in the following way: + Once per scene, force a player (including yourself) to re-roll either a Charm or Spite die, based on the card's color. ‘You cannot lay down your TRUE RUMOR until someone Causes a Scene. Maing Spite & Charm You can spend Spite and in the following ways: + Once per scene, spend 1 Charm or Spite point to force a player (including Yourself) to reroll spite & Charm + Offer a character 1 Charm or Spite point to do something for you + Spend § Charm or Spite and pick a player who Writes their TRUE RUMOR'S color, feeling, or Nature on a note they pass secretly to dou, Roll Charm & Spite: + Charming < spiteful: True Rumor Feeling * Charming > spiteful: True Rumor Subject * Charming = Spitefuk: True Rumor Color

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