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. For a moment, Adelwine thinks she has her. She offers her
free hand, shaking with el(haustion.
"No!"
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.
4. Choose Objectives:
• Each player draws three Objective Cards, and chooses the one
that appeals to them the most. They discard the other two.
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.
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.
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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.
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.
DETERMINING
OBJECTIVES
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
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