You are on page 1of 40

1

Quick Start Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4


Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Get Ready to Play.................................................................................... 10
Discuss the Story You Want To Tell ................................................ 10
Introduce the X-Card ........................................................................... 10
Choose a Map ......................................................................................... 71
Create Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Known as... ............................................................................................... 12
Notorious for... ........................................................................................ 13
Recognized by... ..................................................................................... 13
Overt Motivation .................................................................................... 14
Hidden Motivation ................................................................................. 15
Set the Stakes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Raising and Lowering the Stakes .................................................... 17
Choose Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Determining Objectives ....................................................................... 18
Confront Your Foe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Ready Your Weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Ready Five Edge Dice ......................................................................... 20
Place Your Edge Dice ........................................................................... 21
Duel for at Least Four Rounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Select a Stance ....................................................................................... 22
Roll the Dice ............................................................................................ 22
Take Your Turns ...................................................................................... 24
End the Round ........................................................................................ 25
Bring the Battle to Its Decisive End . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Part As Friends . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
More Ways To Play Till the Last Gasp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
With Other Games ................................................................................ 28
Once More, With Feeling .................................................................... 28
Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Tarnished Silverum ............................................................................... 30
Friendships Forsworn .......................................................................... 32
To Fight Evermore ................................................................................ 34
Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Credits........................................................................................................... 39

© 2023 Darrington Press LLC. All Rights Reserved.


Adelwine stands over her fallen enemy, rain streaming
down and plastering her hair to her cheeks as she gasps for
air.

"Well? Finish it."

"It doesn't have to be this way, Rosebarrow," she says. Her


words taste like iron in her mouth. She has a death grip on
�er sword, a blade she can't bring herself to swing down,
, but also doesn't dare sheathe. "Come back to us. Come
back to me. Don't you rerrember ho,,,; it used to be? We can
go back. It's not too late."
,

Therese Rosebarrow has blood staining her teeth pink as


she grins up, almost_a grimace. "I remember," she breathes .

. For a moment, Adelwine thinks she has her. She offers her
free hand, shaking with el(haustion.

· "But I won't give in. I \f!On't surrender." With a sudden burst


of ·ener:gy, Rosebarrow shoves herself back to her feet,
sword tip swooping up in a jarring attack Adelwine barely
r rria'I nages to dodge,
' leaving
,
a long ugly mark on her armor.
"I'll fight you u�til the very end. I'll fight you-"

"No!"

"-till the last gasp."


1. Get Ready to Play (do these steps together):
• Make sure you have all the game materials you'll need.
• Talk about the kind of story you want to tell together.
• Introduce the X-Card.
• Review the maps, and choose one together.
• Put a spare map down with the back side up. T his is a Play
Aide so you can track rounds, have a place to put the Drama
Deck, and view information about the game.
• Each player puts a Round Token in the round 1 slot on the
Play Aide.

2. Create Characters:
• Each player decides what their character is Known as,
Notorious for, and Recognized by.
• Each player determines the Overt and Hidden Motivations
for their character.

3. Set the Stakes:


• Together, decide if your characters are fighting a duel To
Defeat, To Exile, To a Turn, or Till the Last Gasp.

4. Choose Objectives:
• Each player draws three Objective Cards, and chooses the one
that appeals to them the most. They discard the other two.

5. Confront Your Foe:


• Each player describes how their character arrives to the duel.
• Each player then asks the other player a question about their
character.

6. Ready Your Weapon:


• Each player takes five Edge Dice out of their pool of ten.
• Then, each player splits these up however they wish between
the Protective and Offensive sides of their Player Board.

7. At the Start of Each Round:


• Pick a Stance card and put it in the slot on your Player Board.
• Select how many Edge Dice to roll, out of the ones placed on
your Player Board (your Ready Edge Dice).
• Roll the selected number of Edge Dice, along with your
Duel Die.
• For each die individually, count the number of Action Points
earned. Refer to the table on your Player Board to
determine your total Action Points for the round.
• Return any Edge Dice that you rolled back to the dice pool,
off the Player Board. They are no longer Ready.
• Look at the number on your Duel Dice and confirm with
each other who rolled the higher number. That player will
take the first turn.

8. On Your Turn:
• Spend some of your available Action Points to take a single
Action, either from your Stance or from the duel's location
on the Map. Roleplay what your character says, does,
thinks, and feels!
• If you achieve an Objective step, mark it with a token-blue
for initial, orange for final.
• Alternate turns until both players have used all their Action
Points. When a player uses all their Action Points, advance
your token to the next round on the Play Aide round tracker
and wait for the other player to finish using their Action
Points and move their tracker to join you. If you have no
Action Points left, you can roleplay on your turn but can't
take any Actions.
• Once you've both spent all your Action Points and moved
your tokens so they're in the same round indicator, start a
new round.

When the players have completed at least four rounds,


the player who has also completed at �east three of their
Objectives can:

9. Bring the Battle to Its Decisive End:


• Use the Action End the Duel Decisively, which costs 0000
and can be used in any Stance.
• Check if either player wants to lower the stakes of the duel.
• Together, describe the climactic moment that ends the duel.

10. Part As Friends:


• Talk together about the game, reveal anything that didn't
come up in play, and share gratitude with your fellow player.
Welcome to Till the Last Gasp, characters-or a kiss.
a roleplaying game about One might even convince the
dramatic, emotionally charged other to join their cause. How
duels. It is a game for two the battle ends is up to you, the
players and can be played in 60 players, because Till The Last
to 90 minutes. Gasp isn't just about fighting.
It's about big feelings, bold
You will create two duelists, speeches, devastating betrayals,
decide the reasons they're and climactic showdowns in
fighting each other, and pick a breathtaking vistas.
location in which the fight will
take place. Then, you'll play It's about telling a cool story
out their duel over a series of together.
rounds, rolling dice to see how
many Action Points you have Throughout the game, you'll
available, then planning the draw Drama Cards that will
Actions that character can take help both players reveal your
to strategically take down their characters' secrets, motivations,
foe. You'll also have a set of true feelings, and history.
Objectives for your character. When in doubt, do what feels
When you've completed at dramatic. Go overboard. And
least three of these specific most importantly, have fun!
Objectives, and played at least
four rounds, you can bring the The best way to learn this game
battle to its decisive end. is to play it-grab one of our
sample characters, review the
That decisive end might mean Quick Start Rules (pg. 4), and
your character's triumphant see what happens when you
victory. It might instead mean take a stand, roll your dice, and
their glorious defeat. It might get lost in the heat of battle.
mean a truce between your
The following materials are provided in the Till the Last Gasp game
box. Make sure you have everything listed here before you begin.

2 Duel Dice (d20) 1 Objectives Deck (13 cards)


20 Edge Dice (d6) 10 Stance Cards (5 each)
2 foldable Player Boards 1 X-Card
9 Jumbo Map Cards 2 Action Point Tracker Tokens
12 Pre-Made Characters* 2 Round Tracker Tokens
2 Blank Character Sheets 1 Stakes Tracker Token
1 Wooden Location Tracker 11 Blue Objective Tokens
1 Drama Deck (49 cards) 8 Orange Objective Tokens

MAP CARDS
On the table between the two players, you will set up a Map Card.
This will be the setting for your duel. See Choose a Map (pg. 11) for
guidance. You will also need your Location Tracker to show where
on the map the battle is taking place currently. This game comes
with 9 Map Cards.

* on 6 double-sided sheets.
PLAYER SETUP
Each player starts the game with a Player Board, 1 set of Stance
Cards, 10 Edge Dice, 1 Duel Die, and 1 Action Points Token. The
dice and Action Points Token will match the color of your Player
Board. Each player also starts the game with a Character Sheet. If
creating your own characters, you can find additional blank sheets
at http://darringtonpress.com. You will want pens or pencils to fill
them out.

IDIDIDIDIDIDIDIDIDID e e

=------
Ir
--■■;wu, ,,,.....,.

2.,
PLAY AIDE SETUP
On the back of each Map Card, you'll find a Play Aide. Once you've
chosen a Map Card, use the back of one of the unused cards to set
up the Play Aide in the center, next to the chosen Map. Place the
Drama Deck facedown on the appropriate spot on the Play Aide,
and place the two Round Tokens on the first Round Number slot.

Set the Objective Deck next to the Play Aide. See Choose
Objectives (pg. 18). Have the Stakes Token nearby, and see Set the
Stakes (pg. 12). Set the X-Card in the middle of the table as well.
DISCUSS THE STORY something comes up that you
YOU WANT TO TELL don't want in your story, just
say, "Let's X that," or tap the
By playing Till The Last Gasp, X-Card. That provides a clear
you are working together to signal to your fellow player that
build a collaborative story you aren't into the idea you're
that's fun for both of you. When currently discussing and should
setting up your game, discuss come up with a new one.
what kind of duel you want to
play out and any topics you'd Think of it as a a Get Out of
rather avoid. Working together Topic Free card. Use it whenever
on a story means making you need to. If your fellow
agreements like: let's do horror, player uses it, thank them and
but no zombies. Let's have our then work together on a fun
characters be lifelong friends, alternative to the original idea.
but not romantically involved. It'll sound something like this:
Collaboration sometimes
requires compromise, but
•�so,Ym thinking my
it also allows two people to
ci,aracter is your
come up with ideas, images,
character's mom-"
and moments that neither one
"Ah ... I want to X that."
would have imagined on their
own. The players are more "Ok, thanks! Sisters?"
important than the game. "I was thinking ex­
girlfriends!"
INTRODUCE THE "Haha, great! Let's use it."
X-CARD
or
Improvising a story means you
never know what will happen •�Hui:idreds of spiders pour
next. That's the fun of it-but o�t o·t the ground..."
it also means the game could *tapping X-Card*
go in a direction that players
"No spiders! Got it. Thank
don't want. That's why this
you. How about snakes?"
game comes with an X-Card.*
The X-Card is a tool that allows "Snakes rule."
either player to immediately
remove content that anyone Place the X-Card somewhere
is uncomfortable with. If easy to reach.

* The X-Card was created by John Stavropoulos


(http://tinyurl.com/x-card-rpg).
CHOOSE A MAP characters. If you pick a map,
but decide during character
Look through the maps creation that it doesn't fit, you
included with the game. Each can always choose a new one
map reflects different genres, before you start playing.
moods, and settings, providing
a backdrop to your duel. Once you're familiar with the
game and how it works, you
Without worrying about the might want to make your own!
text on the maps, see if any
of the locations are inspiring Grab one of the Map Cards
to either player. If one seems you're not using and flip it over.
exciting to both players, or if it The back of the map is a Play
gets them thinking about cool Aide and includes places to track
character ideas, relationships, the round and the stakes, hold
or dramatic moments, put the Drama Deck and discard
that map on the table! If not, pile, and view information about
skip it for now. You can always gameplay. Place it between you
decide on your characters first, where you can both read and
then come back and select access it easily.
a map that works with those

WHAT IS A DUEL'? would make a good story.


First and foremost, your
Simply put, a duel is two characters have a powerful
people having a showdown. and personal reason to fight.
They fight until one person It might be for revenge,
is decisively declared the to defend something they
winner according to whatever love, to prove a point, or
stakes the duelists have set. to pr9ve themselves. They
Those stakes can be raised by might insist that they're just
either party at any time. here to do what's necessary,
but it's never that simple.
You might duel with swords, A duel is, by its nature,
guns, or bolts of lightning. unwise. It shows a desperate
You can .throw darts, throw willingness Jo risk death
hands, or throw shade. You for a ctiance at justice.
can bloody your opponent Keep that in mind. Let your
with a switchblade or characters be principled but
overwhelm them with messy, determined but torn,
psionic onslaught. Use motivated by ideals and base
whatever you both think instincts at the same time.
You've decided together who slightest pressure could do.
your characters are, what The important thing is that the
setting they come from, and characters know who's won.
why they are determined
to resolve their differences To Exile. It might not be
through a one-on-one test of enough for one character to
strength and will. Now, decide demonstrate their martial
how your characters will declare superiority. If fighting to exile,
a winner. This isn't a senseless the defeated duelist is forced to
brawl, after all; a duel requires leave a place or a group, never
agreement. Therefore, decide to return. A rebel might be
together what the stakes are: cast out, a mercenary might be
told they aren't up to company
To the Defeat. At this lowest standards, or a knight may be
level, the duel ends with one banished.
of the duelists defeating the
other. No one needs to lose To a Turn. A character who has
their life, their home, or their turned has decided to join the
allegiances. One of them will other character's cause, group,
simply be declared the winner, or quest. They might defect to
according to the rules of their the opposing side in an ongoing
particular form of combat­ conflict, swear to loan their
the loser might cry mercy, be skills to a band of mercenaries
pinned to a count of ten, or so long as they're allowed to
have a knife pressed against live, or join the rebellion they've
their throat, knowing what the been trying to quell. Fighting

Show compassion
for your foe.
to a turn means that the two At any time, either player can
duelists end the duel united. decide to lower the stakes.
Both players should agree
Till the Last Gasp. At these when it comes to escalating the
stakes, at least one character intensity and lethality of the
will die. To fight till the last gasp story they're telling together,
means that the characters are but de-escalating is something
willing to risk their lives-and anyone can do. Some players
are willing to kill-in the name don't like having their character
of whatever desire or ideal killed without their permission,
they're fighting for. for example. When your fellow
player asks to lower the stakes,
RAISING AND respect that and enjoy the flow
LOWERING THE STAKES of the story.

At any time, both players can


decide together to raise the "Go on, finish it. We
stakes. Do this whenever it swore we would fight to
feels right. As you play, you'll the bitter end."
notice shifts in the tone of the
"No. Death is too glorious
story, a sense of escalating or
an end for you. Leave this
de-escalating drama. You can
place, and never return."
discuss raising the stakes out of
character, and bring it into the
story through roleplaying. or

''I admire your spirit. Let's "Wait! You have e�ery


put this petty confiict right to kill me. But
aside, ·and work together." please. Mercy. For her
sake."
"Fight beside you? After
everything you've done?" "You would dare bring her
into this?"
"We would be unbeatable!
Upon my victory, swear "You know that my death
you'll join me." would only embitter her
to your cause."
"And what if I win? Would
you join my cause?" "Very_ well. Know that I do
this for her, not you. Now
"A distant possibility. But
.get out of my sight."
I suppose that's only fair."
In order to bring your duel to its Objectives you want to play
decisive end, you'll need to: with in this duel and discard
the other two.
Complete at least 4 rounds
Place the selected Objective
Accomplish at least 3
Card in the Objective slot on
Objectives
your Player Board.
Objectives are listed in groups
Use Objective Tokens to mark
of four on the Objective Cards.
off Objectives as they are
Draw three Objective Cards
completed. Some Objectives
from the deck and choose
have multiple steps. Use blue
whichever card seems most
tokens for the initial steps, and
interesting to you. Objectives
orange tokens for the final step.
are strategic moves with a
For example, "Land a hit on
dramatic edge-moving your
your foe, and in the next turn,
duel around the map, changing
Rattle them." has two slots.
Stances mid-round, destroying
You'd mark the first with a blue
scenery in a particular way­
token and the second with an
that keep the battle interesting
orange one. (Note: If you land
while giving you opportunities
a hit, but don't Rattle them in
for roleplaying.
the next turn, remove the blue
token from the first Objective­
Notice that the Objective Cards
doing the steps in order is part
have titles. If you're not sure
of the Objective!)
which Objectives are more or
less interesting, choose your
You only need to complete
card based on the title's vibes.
three of your four Objectives
Ask yourself: "How do I want
to gain access to the game­
this character to show up to the
finishing Action, and you don't
duel?" and choose whichever
need to complete them in any
card title gives you the most
particular order.
satisfying answer.

DETERMINING
OBJECTIVES

Draw three Objective Cards.


Read the Objectives on each.

Select the card that has


the greatest number of
The beginning of any duel is about their appearance, their
the confrontation: the moment attitude, and how they're
when the duelists regard, approaching their foe.
acknowledge, or challenge each
other before battle. They've Pose a question to the other
already decided that they player about their character.
should have a duel. They've You can pose this question
set the terms and the time. All as your character speaking to
that remains is to draw their theirs, or ask it yourself to your
weapons and move toward fellow player. Either way it must
each other. be answered. If you can't think
of a question, roll a six-sided
To dramatize the tension that die and take the result from the
comes before any great duel, following table.
each player has two tasks:
1 When was the last time we saw
each other?
Describe how your character
shows up. How does your 2 What did you abandon to be
here?
character appear on the scene?
3 What do you fear, right now?
They could be throwing open
doors, emerging from a time 4 Why couldn't we have settled
this another way?
portal, or leaning against a
5 What do you want most, right
wall like they've been there for now?
hours. This is the introduction to
6 What memory does this
your character; take a moment meeting evoke?
to express whatever you want
At the start of the duel, you are called Edge Dice. At the
will prepare five dice, Readying beginning of the game, you can
your weapon before entering Ready exactly five Edge Dice.
combat. Each round, you'll roll some of
the Edge Dice you have Ready
Take five Edge Dice out of to generate Action Points,
your dice pool. which you spend on doing
Actions.
Place them in dice slots,
divided however you prefer
You can only roll dice which are
onto the Protective and
already Ready, and every time
Offensive sides of your
you roll an Edge Die it returns to
board. Dice in these slots
the dice pool. T his means that
are Ready to be rolled to
unless you are taking Actions to
generate Action Points in
Ready an Edge Die, your set of
upcoming Rounds.
Readied dice will be dwindling
throughout gameplay.
READY FIVE EDGE DICE
Don't worry-you will also roll
Both players have a pool of ten
one of the twenty-sided Duel
six-sided dice (10d6), which
1111111111
Dice to generate Action Points there until you roll them at the
at the start of each round, start of a round to generate
so you will never encounter Action Points.
a situation where you can't
generate any Action Points at If you are in a Protective or
all. You will also be able to use Quick Stance at the start of a
the Action "Ready an Edge Die" round, you can roll any number
in certain circumstances, which of the Edge Dice on your
puts new dice on your board. Protective side.
This can even allow you to
have more than five Edge Dice If you are in an Offensive or
readied! Quick Stance at the start of the
round, you can roll any number
For now, Ready five. of the Edge Dice on your
Offensive side.
PLACE YOUR EDGE DICE
If this is your first time playing,
At the outset of the duel, you may find it easiest to put
decide how to divide your three dice on one side and two
five Edge Dice between on the other. This will give you
the "Protective" (blue) and the most flexibility in how you
"Offensive" (red) sides of your want to play your character.
Player Board. They will stay
BRING THE BATTLE TO ITS DECISIVE END

If at least four rounds have If you End the Duel Decisively,


been completed, any player this does not necessarily mean
who has also completed three you do so as the victor. Strike
of their Objectives can choose your foe down if it feels most
to use the Action End the Duel dramatically appropriate. But
Decisively, which costs 0000 you may find that over the
and can be used in any Stance. course of this game, your
You are not required to use it character's priorities and
right away. Continue the game desires have changed. They
as you both like and use the may wish to decisively throw
Action when it feels right. their victory away. To run away.
To surrender. To tell their foe to
Although either player can kill them. This is the climax of
suggest raising or lowering the your story; forgiveness can be
stakes at any time during the just as dramatic as death.
game, this is a good time to
check in and see if the current Regardless of how it ends, the
stakes feel right for the story duel is done.
you're about to conclude.
Adjust as necessary.
You've just been roleplaying surprised and thrilled you!
bitter rivals, estranged lovers, After a finely prepared meal,
sworn enemies, or perhaps even you might want to offer your
some combination of all three. compliments to the chef. When
But you aren't your character. playing a roleplaying game,
Take a moment to reconnect your fellow player is the one
with your fellow player as who has put the time, energy,
a friend: compliment each and creativity into making a
other's creative contributions fun experience. And so are you!
to the game! Reveal any of So, whenever you play a game
your character's thoughts, together, don't forget to share
feelings, and secrets that didn't gratitude.
emerge during play. Revel in the
highlights of the duel. Say what
WITH OTHER GAMES distinct and interesting, whether
or not it has anything to do with
Till the Last Gasp is designed to their stats and abilities on their
help you create a short, intense, character sheet.
dramatic scene focused on two When thinking about your
characters who are in conflict Overt Motivation, consider
with each other. If you are what excuse your characters
playing a longer-term, ongoing would need to fight. Was there
game in which player characters a recent insult? A political or
usually work together as allies spiritual division? Something
but have run into some conflicts, they both want, but only one
the system you're using might of them can have? Ask yourself
not support direct conflicts what they would readily admit,
between player characters. Till or even proudly declare, when
the Last Gasp can make a great proposing or accepting a duel.
side session to highlight and
explore that conflict. When thinking about your
Hidden Motivation, consider
Using this system alongside what is under the surface
your usual game allows between these characters.
two characters to confront Are there old grudges?
each other in a one-on-one Long-standing ideological
showdown that doesn't involve differences? Painful unspoken
comparing statistics and hit feelings? Ask yourself what's
points-and carries no risk of really going on with these two.
either one bringing those hit
points to zero. Bringing other games into an
ongoing campaign can add
Conflict in Till the Last Gasp variety without giving up the
is a way for players to explore system they know and love.
their characters' history with Till the Last Gasp can provide
each other, and dramatically an opportunity to focus on a
change their relationship as single relationship and create
it is now. If you're playing climactic emotional moments.
as characters you're already
familiar with, the things they are
Known as, Notorious for, and
Recognized by will probably
be obvious to you. Think about
what makes your character
ONCE MORE, WITH Even if playing with the exact
FEELING same characters-a decade, a
year, or even a day later-think
If you enjoyed playing these about a new conflict for them
two characters, and you want to engage in. After developing
them to fight again, they new Overt and Hidden
absolutely can. If their first duel Motivations, play the game as
ended in anything other than usual.
death, these characters can
always have a rematch. Even if your characters did
fight till the last gasp, they can
If you play with the same always meet in the next life.
characters again, talk about Or, if you really enjoyed the
what has changed. How world your two characters were
do they look now? How do fighting in, consider returning
they approach each other? to it in another session.
What old, or new, score Your first set of characters'
have they come together to descendants may fight in the
settle? Note changes on your name of their ancestors. Their
character sheet, revising any heirs may swear revenge for
characteristics as necessary. the death of their mentors.
Pay particular attention to their Their replacements may inherit
Motivations. It won't be very their responsibilities. As long
interesting to rehash the same as two people have a powerful
issues they have already fought reason to fight each other, the
about. Remember that their last possibilities are endless.
duel did come to a decisive end.

Want to jump right into the each other. In the second duel,
action? Need inspiration for a they're likely to get serious about
story? Here you'll find scenarios ending things. You're welcome to
for an emotionally-charged, add additional duels, or do only
epic showdown! one-what matters is the story
you want to tell.
For each scenario, there are
two duels. You might want the The pre-made character sheets
first duel to be 'To the Defeat', include additional details.
as this is an opportunity for Reference these during play.
each character to learn about
In the glittering, fantastical behind in poverty, and attempts
queendom of Silverum, a duty­ by any one council member
bound mechanical protector to enact significant change
faces off with an interloper set get blocked by the others.
on overthrowing the Queen. Discontent is brewing, and will
soon come to a head.
SILVERUM
(Map: Last Bastion) WHY THEY FIGHT

The city-state of Silverum is the Unit K1LL3R is an automaton


crown jewel of culture, magic, of the Wall, bound to protect
and science. It was not always Silverum for all time-despite
so: once, a great evil plagued any internal doubts they might
the land. It was defeated by harbor. Ghost is a revolutionary,
the First Queen, a woman of set on overthrowing the council
great magical power and vast and becoming a singular ruler.
scientific learning. The First
Queen united the lands around Each stands as a symbol for
Silverum, drove out the evil, and what the other must destroy;
created an army of automaton K1LL3R must prevent Ghost's
fighters, the Wall, to defend the actions against the council,
castle from any attacks. and Ghost views the Wall units
as mere tools, better used by
Since then, Silverum has stood sending them to defend the
in apparent unity, ruled by a borders of the city-state instead
council-the head of which, of the castle alone. Duty to
regardless of gender, is given protect the status quo stands
the title 'Queen'. When one off against the drive for change.
Queen retires, they pick their
successor from promising THE DUEL
members of the council.
However, many on the outskirts K1LL3R might advise the
of the queendom have been left intruder to leave or surrender,
but Ghost is going to stand passed since Ghost and K1LL3R
and fight. Can K1LL3R's shields tangled. Ghost is now ready to
withstand the onslaught of attempt a bloody revolution.
Ghost's deadly skills? Will Based on the results of the
Ghost's arcana-hacking be able previous duel,decide what
to disable K1LL3R's diabolical changes have happened
weaponry? It's time to find out. for Ghost, K1LL3R and the
queendom.
As you draw Drama, questions
might come up. Consider their Decide also if the stakes have
answers. For example: changed,and why Is it enough
to force one of them back? Do
• In what ways will K1LL3R's they want to make sure the
internal conflicts manifest? other leaves the queendom?
• Why did Ghost approach Do K1LL3R and Ghost want to
the political situation this way? find a way to work together?
• How will Ghost react if they Do they simply want to destroy
realize K1LL3R is sentient? each other?

ACT I: THEFT FROM THE TO BE CONTINUED...


ARCHIVES You may want to return to these
(Suggested Stakes: To the characters or this world in later
Defeat) stories. Ask yourself how their
Ghost has infiltrated the castle previous duels impacted both
to steal information from the the duelists and the world. For
Council's Archives. K1LL3R example:
catches Ghost in the act.
Keep in mind that both might • Does the status quo
recognize some discontent in remain? Are they likely to
the other and be intrigued­ tangle again in a third
even if they're not equipped rematch?
to do anything about it yet. If
K1LL3R wins,they might simply • If Ghost took over as
tell Ghost to drop the files and Queen, what has changed?
leave. If Ghost wins, they might If not a positive change,
leave the memory core intact might K1LL3R stand up to
as a 'message' to the council them in the hopes of
(allowing K1LL3R to come back something different?
with a new chassis).
If one or both of them died,
who takes up the mantle
ACT II: A MURDER OR A
next? Other Wall units? Similar
MARTYR
revolutionaries?
(Suggested Stakes: Any)
A short amount of time has
On the dying world of Forsworn, saved each other's lives, and
best friends become bitter worked to make Forsworn a
enemies. Both are convinced better place for those living in
they are the hero, and that the it. They swore that if they were
other is leading the world to ever separated, they would
destruction. return once a year to the place
they'd first met.
FORSWORN
(Map: Mudbrick Town) Yet when a convoy they were
guarding was attacked, all
The truth of Forsworn was lost evidence pointed to the fact
long ago. Stories speak of rich that one of them must have
greenery and endless bounty, betrayed it to the raiders and
but stories don't feed bellies. their friendship fell apart.
Now, there's just the wasteland, After all, in the harsh lands of
constant raids by bandits, and Forsworn, everyone has a price.
sleepless nights. Those who live
here are always on guard. Rend now believes that Steel is a
newcomer to this planet whose
Forsworn has few left who call it scientific approach will anger the
home. Those who remain have gods beyond appeasement. Steel
fire in their hearts, obsessed with believes Rend is blindly chasing
the belief that they can return after legends instead of looking
the land to its supposed former for practical ways to help. Steel
glory. These include the heroes joined a group of citizens of
of our story: Rend and Steel. Forsworn dedicated to scientific
solutions; meanwhile, Rend is
WHY THEY FIGHT following the advice of spiritual
mentors to track down a mystical
For years, Rend and Steel were relic to appease the gods.
the best of friends, individuals Tradition meets the sweeping
from different worlds who wind of change, both unwilling
embraced their differences, to bend.
THE DUEL Decide also if the stakes have
changed, and why. Do Rend and
Prior to their falling out, they Steel simply want to defeat each
made an oath to meet once each other once more? Do they want
year-a good time to express to make sure the other never
their grievances. These duels interferes again? To convince
take them through the next two the other that they know the
years of these meetings. real way to save Forsworn? Or is
death the only solution?
As you draw Drama, questions
might come up. Consider their TO BE CONTINUED ...
answers. For example: You may want to return to these
characters or this world in later
• Did one of them betray the stories. Ask yourself how their
other at the convoy? Why? previous duels impacted both
And if not, what happened? the duelists and the world. For
• Has Rend made any vows example:
that they must hold to?
• What energy is in Steel's • Are they still split in their
claws? beliefs? Decide what can
help Forsworn. Both could
ACT I: ANNIVERSARY be right (perhaps the relic
(Suggested Stakes: To the contains a useful mineral),
Defeat) neither could be (making it a
They see each other for the first doomed world), or one of
time in a year since their falling them could be fully correct.
out. Their anger and frustration
has reached a fever pitch; they • Are they still involved with
will settle this as warriors. other people? Perhaps
But keep in mind that their they've left other
close friendship is still a recent organizations behind and
memory, and they likely harbor are facing off to determine
hopes of knocking some sense the truth of the betrayal at
into the other. the convoy. Or, perhaps
either the spiritual mentors
or the scientific organization
ACT II: GOODBYE OR
was a front for a warlord.
WELCOME BACK
(Suggested Stakes: Any) • If one or both of them died,
Another year has passed. Based
who takes up the mantle
on the results of the previous
next? Someone from the
duel, decide what changes have
organizations they joined? A
happened for Rend and Steel
friend they made? Someone
and what condition Forsworn is
from the old convoy?
currently in.
Deep in the uncharted star WHY THEY FIGHT
fields of Unknown Space, two
space pirates meet on the Several centuries ago, Captain
space station Evermore to Jamil Hawkins and Captain
resolve a long-time feud. Thev Klaxor had the displeasure
of meeting when they both
UNKNOWN SPACE attempted to raid a delivery of
(Map: Overlook Station) ethereal shards to the Galactic
Forces. They crossed blades,
Unknown Space, which lies finding themselves evenly
outside the reach of the matched. While they were busy
centralized Galactic Forces, fighting each other, the Galactic
is a great place for people to Forces closed in on them. Both
disappear. It's the seedy edge blamed the other while they
of the universe where galactic were jailed together for four
bandits, pirates, and asteroid lunar cycles. Eventually, Klaxor's
marauders hold court in the crew came to their rescue and
space station Evermore, raiding staged a jailbreak. Hawkins
any ships that pass through. It's managed to stow away on
a place of danger, but high risk Klaxor's ship, where they stole
means high reward. an escape shuttle-along with a
good chunk of Klaxor's treasure.
And here we find two long-lived
and roguish captains who have This began a decades-long
clashed time and time again rivalry between them. When
over petty conflicts. On the one Hawkins escorts an illegal arms
hand, they hardly spend any dealer, Klaxor steals all the
willing time together, caught weapons. When Klaxor plans
up as they are in their personal to rob a convoy, Hawkins gets
rivalry. On the other, after so there first. And so on! When
long, few know them as well as they run into each other on
they know each other. Evermore, it's time for action.
THE DUEL to be about the true feelings
between them, revealed and
Both captains believe in the made raw. Based on the results
f
freedom they found among the o the previous duel, decide what
stars: treasure and good times, changes have happened for
fast ships and loose morals . But Klaxor, Hawkins and their crews.
r
they've been a tho n in each
f
other 's side for fa r too long. Decide also i the stakes have
When they meet on Evermore, changed, and why. Is it enough
f
it's time to face o f.
f
for one o them to defeat
the other? Do they want to
As you draw Drama, questions permanently end the other's
might come up. Conside thei r r
career? To make the other join
answers. For example: their crew? Or do they have
fight Till the Last Gasp?
• What do they each admire o r

dislike about the other ? TO BE CONTINUED ...


• What keeps Hawkins You may want to return to these
traveling the stars? characters or this world in later
• Why can't Klaxo r go home? stories. Ask yourself how their
previous duels impacted both
ACT I: THE GREATEST SHOW the duelists and the world. Fo r
(Suggested Stakes: To the example:
Defeat)
For a long time, the two • Are they still rivals? Did
captains have been frustrating they barely su rv ive their
each other 's goals and taunting duels and need to rebuild?
eacj other. They're eage to r Or, if they're now close,
fight, and want it to be a show. perhaps they duel simply for
They're timing their duel fo r the thrill of it.
when the pubs let out, so that
everyone here can see who wins • Is there something that
I
and who loses. ( f they'd want to might turn them against
fight to the death, but you want each other? Someone from
i
i
them to surv ve, you can a ways l
Hawk ns' past? The reason
i
have the r crew inte rvene). fo r Klaxor's exile?

• If one or both of them died,


ACT II: VENGEANCE
(Suggested Stakes: Any) who takes up the mantle
i
The capta n who lost the first next? A crewmate out for
duel may be simmering in revenge? Someone they
resentment, and the winner at helped or hurt? Their lives
a loss after so many years of have an impact even after
rivalry. Their final duel is likely the end.
Action: A move your character at the start of each round to
can enact. Use one Action per generate Action Points and
turn, spending the corresponding determine Initiative.
number of Action Points. Which
Actions are available depends on Edge Dice: Six-sided dice
your Stance and your location on that can be rolled to generate
the map. Action Points. After being
rolled, they go back into the
Action Points O: A resource, dice pool. Edge Dice can be
generated by rolling Edge readied from the dice pool
and Duel Dice at the start of using certain Actions.
a round, that can be spent to
use different Actions. You must Flex Action: An Action with
spend all your Action Points by a variable cost. For example,
the end of a round. a Flex Action with a cost of
0 -000 can cost 1, 2, or 3
Defensive: The Protective Action Points. Spending higher
Rattled Stance. If your character numbers of Action points
gets Rattled, you can move may be one of the player's
them into this Stance to use the Objectives, and it can also help
Edge Dice on the Protective side control when the round comes
of your Player Board. to an end.

Dice Pool: All of the dice Initiative: The player who takes
available for you to Ready as the first turn in a round is said
Edge Dice. You cannot roll to have the initiative. This is
directly from the pool. determined by who rolls the
highest result on their Duel Die
Drama: A collection of cards at the start of the round.
containing roleplaying prompts
that reveal your character's Map: A location that the players
background, intentions, and have chosen for the duel. The
true feelings. Some Actions provided maps have specific
cause you or your foe to draw Actions tied to areas on them.
Drama; enact a Drama Card as Players can move between
soon as you draw it, starting locations using Actions;
with the player whose turn it is. move the Location Tracker
accordingly.
Duel Dice: One twenty-sided
die for each player that is rolled
Objectives: Goals to achieve cautious manner, and uses Edge
during gameplay. Completing Dice readied on the Protective
at least three of these gives side of your Player Board.
you access to the game-ending
Action. Objective cards have Quick: A category of Stance
four Objectives each. At the that indicates that your
start of the game, draw three character is shifting between
Objective cards and choose cautious and aggressive
which one you want to use. fighting maneuvers. Can use
Edge Dice from both the
Offensive: A category of Protective and Offensive sides
Stance that indicates that of the Player Board, but only
your character is fighting in drawing from one side each
an aggressive manner, and round.
uses Edge Dice readied on the
Offensive side of the Player Rattled: A character is Rattled
Board. when they've lost emotional
control during the fight due
Pre-Made Characters: to Actions or Drama. Unless
Characters provided, with otherwise specified by the
almost all information already thing that Rattles them, the
filled out on their sheet. They player can choose to move their
can be used in pairs, to explore Rattled character into either
an established relationship. the Defensive (the Protective
Rattled Stance) or Reckless (the
Play Aide: Use the back of a Offensive Rattled Stance).
map that you aren't currently
playing with to track the round Ready: Edge Dice that have
you're on and the current been placed on your Player
Stakes, hold the Drama Deck Board, but have not yet been
and discard pile, and view rolled to generate Action
information about gameplay. Points. Five Edge Dice are
readied at the start of the
Player Board: A board each game, and players can Ready
player can put in front of them more by using certain Actions
which holds your current Stance on their turn. Up to ten Edge
and Objectives, your Edge Dice, Dice can be readied at once.
and allows you to track your
current Action Points for the Reckless: The Offensive Rattled
round. Stance. If your character gets
Rattled, you can move them into
Protective: A category of this Stance to use the Edge Dice
Stance that indicates that on the Offensive side of your
your character is fighting in a Player Board.
Roleplaying: Acting in the role Tokens: Small objects that can
of your character: speaking help you keep track of Action
their words, and describing Points, Objectives, etc.
their movements, thoughts, and
feelings. Turn: During a round, each
player takes turns using Actions
Round: Each round consists and roleplaying. Not to be
of players taking turns using confused with the Stakes option
Actions until both run out of 'To a Turn', which is fighting to
Action points. make a foe turn to the other
side.
Stakes: The goal of the duel,
and its repercussions. Potential X-Card/X-ing: A way to indicate
stakes include: until one is that you don't want specific
defeated according to the content to come up in your
agreed upon rules of combat, game. When a subject comes
until one agrees to join the up that you want to exclude
other's side, until one agrees to from the story, tap the X-Card
leave and never return, or until or say you would like to "X" it.
death. If your fellow player does this,
thank them and then work on a
Stance: The approach your different idea.
character is taking to the duel:
Protective, Offensive, or a Quick
and flexible combination. Which
dice you roll to gain Action
Points, and which Actions are
available to you, depend on
the Stance you choose at the
beginning of each round.
PRODUCT TEAM
Created By: Will Hindmarch
Additional Design: Alex Roberts
Producer: Alex Uboldi
Writing By: Alex Roberts, Meredith Katz and Austin Taylor
Editor: Meredith Katz
Scenarios By: Austin Taylor
Graphic Design: Stephanie Gottesman
Illustration: Arka Tu, Daryna Kyrychenko, and ldamaria Pajala

DARRINGTON TEAM
Head of Darrington Press: Ivan Van Norman
Creative Advisor: Matthew Mercer
Executive Advisor: Ben Van Der Fluit
Game Producer: Alex Uboldi
Darrington Press Guild: Brittany Walloch-Key
Publishing Marketing Manager: Darcy Ross
Procurement Director: Ally Desimone
Financial Controller: Sarah Marie Campbell

You might also like