Professional Documents
Culture Documents
Harder They Fall Web
Harder They Fall Web
Minerva
McJanda
i
Design, Writing, Layout
Minerva McJanda
Art
Tithi Luadthong
Playtesters
Chris Longhurst, Laurence Phillips, Briar Chappell
1
The ground shook with
the sound of the titans’
approach.
As their heads crested
the horizon, I recognised
their vanguard: Xeni,
avatar of oceans, surging
and Encrusted with Coral.
I forced myself to stop
a muttered prayer to the
titans - they had betrayed
the faith of my mothers.
Instead, I activated my
mech’s systems and began
charging weapons. Today,
gods would fall.
2
The Bigger They Are...
Welcome to Harder They Fall, a game of final battles for the fate
of the world.
3
Getting started
Divide into two sides, balanced or not as you wish.
Decide what the rough shape of the conflict is:
4
Making your combatant
Concept
Maybe you’re colossi whose footsteps shake the world, or an
ordinary shepherd empowered by the gods with cosmic might.
Maybe you’re the product of advanced technology with whirring
servos and a mechanical frame bristling with ammunition, or
you’re a genetic mutant with flight and laser eyes and weirder
skills besides. Decide what kind of being you are and where your
power flows from, and write that down.
Strengths
Decide on your three strengths - the tools you use to fight.
Examples: laser eyes, cold fusion reactor, the blessing of Ares,
cybernetic arms, the necromantic amulet of Anubis.
Oaths
Why must you fight? Write the three promises you made to your
friends, your mentor, your people, your god.
Examples: I fight for my people’s liberty. I fight to make my mother
proud. I fight to avenge my brother. I fight for my own glory.
Doubts
Why do you wish you didn’t need to fight? What specifically is
it about your opponent that makes your heart cry out for peace?
Write down one doubt.
Example: I was trained by them. I worship one of them. I cannot
believe this one can be defeated. I believe there is still good in them.
5
Example Combatant: ABraxas
Fionn Walker is tearing down everything she built.
In another life, she was a neuroscientist building bio-mechanical
neural interfaces for prosthetics. Day by day, that decayed into
pioneering the first mecha designs, into tearing apart stolen
prototypes with expert knowledge of their limitations. And now,
mere months from the culmination of her life’s work, she’s turning
her back on it all.
Her old partners roll through the streets in their towering
machines, carving up the city into domains and demanding
worship. With only the support of a scattered resistance and the
stolen final prototype “Abraxas” hidden in a monorail maintenance
bay, she’s running out of time to make her move: once they roll out
mass production of these machines, no one will ever be able to stop
what she set in motion.
Strengths:
Knowledge. Shortcuts, power station locations, access codes that
haven’t been revoked, knowing the limits of her own designs.
Chains. Easy to buy or steal in bulk. Slinging shackles at enemies
weighs them down and restrains them for a brutal assault of fists.
Crest of the Storm Empress. A mech-sized blade. Once an
ornate baskethilt rapier of golden steel awarded for her service,
now battered and repaired a thousand times, spikes welded to the
guard as makeshift brass knuckles.
Oaths:
“I fight to protect the innocent.”
“I fight to cleanse my legacy.”
“I fight to inspire hope.”
Doubts:
“They were the closest thing I had to family. Even if I win, I’ll be
alone.”
6
7
Making the Battlefield
Get a standard piece of paper - A4 or Letter. Go round the table,
and on your turn mark down one of the following:
8
The Battle Begins
The person whose domino is highest goes first.
Combat Summary
On your turn, decide to Raise the Stakes or Knock Them Down.
Raise the Stakes:
1. Get a domino from the draw pile and count its pips.
2. Decide if you’re using it on yourself to Channel Power or
Advance, or on a foe to Give Ground.
3. Work through that action’s effects depending on the domino’s
pips. Low-value dominoes used on Channel Power or Advance
cause bad things for your combatant; Giving Ground saves you
those effects, but strengthens your opponent.
4. Pass over to one of your opponents, determined by the action
you chose.
Knock Them Down:
1. Flick over the domino at the rear of your chain.
2. Choose attack effects depending on how many dominoes fall.
3. For each chain you entirely knocked down, choose one
domino and stand it up to start their new chain. Clear out all
remaining fallen dominoes.
4. Pass over to the opponent with most Strengths.
10
Get a domino from the draw pile, and decide what you’re doing
with it: channel power, advance, or give ground.
Channel Power
Put the domino at the back of your chain. Describe how you draw
on one of your non-forsaken Oaths to gain more power. Then,
depending on the sum of pips on the domino, ask an opponent
one:
0-5:
>> As I absorb power, something goes wrong. Why can’t I channel
power on my next turn?
6-8:
>> As I take in power, the excess pours into my surroundings.
What destruction is caused around me? Sketch it on the map.
>> As I focus inwards, I’m unable to stop you picking off someone
crucial to my side. What?
9-12:
>> As the power pours into me it feels good and right. Which of my
compromised Oaths do I restore?
>> You can feel power pouring off me in waves. Are you terrified or
enraptured?
11
Advance
Put the domino at the front of your chain. Describe how you move
through the battlefield. Is it cautious, bold, stealthy, stumbling,
implacable? Depending on the sum of pips on the domino, ask an
opponent one:
0-5:
>> As I charge forwards, what trap or hazard do I heedlessly fall
prey to? Discard any domino from my chain.
>> As bloodlust fills me, what nobler emotion does it crowd out?
Choose one of my Oaths, and mark it as forsaken.
6-8:
>> What is destroyed in my wake? Pick a feature anywhere along
my chain and describe how it is lost forever.
9-12:
>> As I charge forward you fall back to maintain distance - move
a domino from the front to the rear of your chain. What’s
precarious about your new position?
If you’re the only fighter on your team, you act next instead
If you gave an ally an opening, they act next. Else, pass over to the
opponent furthest away from you.
12
Give Ground
Put the domino at the rear of an opponent’s chain. Pick a Doubt,
and based on it ask the opponent one of these questions:
13
Knock Them Down
14
The way you use this gathered power is very simple: push the
domino at the rear of your chain so that it tips over.
15
2-3 fallen:
>> I throw you off-balance - I discard any domino from your
chain.
4-5 fallen:
>> I strip away your weapons - I strike out one of your Strengths.
>> I am filled with defiance - I remove one of my Doubts.
6-7 fallen:
>> I inflict grievous harm - I strike out one of your Strengths.
>> I do something you swore to stop - I mark one of your Oaths as
forsaken.
8+ fallen:
>> I use more power than I can safely hold - I strike out one of my
Strengths.
For every player whose chain is entirely fallen: you stand up any
one of them where it fell as the start of their new chain, and
discard the rest. Do not return them to the draw pool.
16
Ending
If one side is completely eliminated, skip straight to the
epilogue.
When the draw pool is exhausted of dominoes, the game
enters sudden death. Everyone gets one final chance to Knock
Them Down, from shortest chain to longest. Then enter the
epilogue.
Epilogue
Go round the table one last time.
On your turn, pose a question about the conflict’s outcome,
focusing on your character, the subject of one of their oaths, or a
location on the map.
As a group, discuss possible answers. Those combatants still
standing at the end vote on which answer is true.
17
Rules Variants
#1: Removing Dominoes
If you’re playing in a place where dominoes won’t work - you’re
playing online, or there are physical accessibility concerns - use
these rules to play Harder They Fall without dominoes.
Setup changes
>> Instead of setting out 28 dominoes, instead set out 28 tokens.
These can be dice, tiddlywinks, pennies, whatever you like.
>> Each player also gets a charge token - whatever you use for this,
it should have two sides, one of which is ‘guarded’ and the
other is ‘charged’. It starts in the guarded state.
>> Instead of putting down your first domino, put down a token
to mark your starting position. Decide first player by rolling
dice, or picking the fighter most likely to start fighting.
Gameplay
>> When you take a turn, you don’t draw dominoes - instead
you pick which level of success to act at, depending on your
charged status.
>> If you’re guarded, you can:
>> Use Channel Power or Advance at the 6-8 level.
>> Use Give Ground or Channel Power/Advance at the 0-5
level, and become charged.
>> If you’re charged, you can:
>> Use Channel Power or Advance at the 9+ level and become
guarded.
>> Knock Them Down and become guarded.
>> When you would place down a domino, put down a token
instead. Same for changing domino positions. When you put a
token down, put it within a token’s width of another token.
>> When you knock them down, all tokens that can be connected
to the back of your chain in token width-sized jumps is
counted as fallen.
18
#2: Elite Combatants
If you’re running a battle that’s one combatant versus three or more
foes, the lone fighter will need some boosts. Try these out for size!
Worldshaker
When an elite combatant Raises the Stakes, they can draw
up to 3 dominoes - they must decide how many before they draw.
They pick an action for each drawn domino, but use the lowest
value among the drawn dominoes for the resolution of Advance
and Give Ground.
Deep Reserves
Elite combatants start with four Strengths. When they set up
a new chain after all their dominoes have been toppled,
they may add a new domino to its front or rear for each of their
Strengths that have been struck out.
Fierce Resolve
When an elite combatant would switch sides due to Giving
Ground with 3+ Doubts, they may instead strike out a strength
to remove all but one Doubt and say how they suffer in order to
crush the fleeting indecision.
19
#3: Monstrous Foes
Not all foes are the sort to be defined by Oaths and Doubts. If
you’re wanting to play an inhuman, unthinking monster, use
these rules instead.
Hungers
Instead of Oaths, you have Hungers. Like Oaths, they are
the things that motivate you to fight and destroy, but they are
rooted in desires rather than obligations. Each must reflect some
essential lack within you. Here’s some examples:
20
Frailties
Instead of Doubts, you have Frailties. These are your glowing
weak spots, chinks in your armour, or predictable patterns of
behaviour. Here are some examples:
21