Player Guider
Quick actions, resolving tips, and card anatomy — optimized for table use.
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How to ACT — What players can do

When your turn comes, ACT is your chance to shape the scene. Use these suggestions as prompts → roleplay first, mechanics second.

  • Observe & Investigate
    Look around, ask the narrator focused questions, search a specific object, request a hint.
  • Interact with NPCs
    Converse, persuade, lie, trade → describe your approach and roll if prompted.
  • Prepare & Craft
    Ready an item, set a trap, assemble a quick ritual → narrate the steps; ask for limited die checks if necessary.
  • Team Support
    Give another player aid, shore up morale, share a resource, or give actionable advice that affects a roll.
  • Risky Ideas
    Intentionally accept a risk to gain story leverage → say what you want to do and why.
  • Use Ability or Item
    Short summary of ability and the expected immediate effect; narrator determines the specifics.

Tip: keep ACT descriptions short and vivid. The narrator will convert description into mechanical effects.

Resolving Cards → Quick flow

  1. Reveal: Show the map card to everyone. Read the title & effect aloud.
  2. Clarify: Ask the narrator for any unknown terms or hidden requirements.
  3. Decide: Players choose options; if a requirement exists, ensure it is met before resolution.
  4. Resolve: Execute the outcomes (reward, damage, status changes). In disputes, narrator rules.
  5. Record: Update resources (coins, life, stamina, madness, soul) and get ready to move to the next player.
If a card is ambiguous: ask. The narrator prefers to interpret in favor of story →→→ but mechanically consistent rulings are fair.
Resolve immediately: do not defer a card for later, unless the narrator allows.
If a card says "must", treat it as enforced game-state, not an optional prompt.
Use ACT to change the conditions post resolve (e.g. bribe a guard after revealing).

Tiny Tutorial: A Short Example

You have just finished Dawn and it is your turn in the morning zone. You ACT: "I use my arcane mastery to search the nearby hollowed wall for a hidden compartment." Narrator says: resolve 10 → player will roll a dice and add their arcane stat to score equal to or greater than 10 to succeed. They succeed. Narrator: your latent senses reward you, hidden away in the compartment was a coin. ACT finished → player must now reveal. You then REVEAL a Bravery card: "A Discovery! Moss-Covered Altar → Offer an item or offer a coin."

Players discuss: because of ACTing previously, you found a coin and can pay the coin, resolve the corresponding effect to show the current A and C cards → the narrator describes the scene of the altar adjusting your path forward. You discard the C card as it is a Fight card and replace it with another face-down C card. Having revealed and acted, your turn is finished and the next player begins their turn.

This micro-example shows how ACT can shape the reveals — smart ACTing enables card choices.

Narrative Tips for Better Play

  • Be concise — short, evocative phrases beat paragraphs during tense turns.
  • Ask for clarity early. If rules are unclear, the narrator can offer quick rulings to keep the game moving.
  • Use ACT to set conditions before revealing a card (reduce risk or stack reward).
  • Accept failure as opportunity — narratively, failures often produce richer scenes.

Extra: Quick Resolution Cheatsheet

If a card triggers: 1) read effect aloud, 2) identify requirement, 3) players discuss, 4) narrator adjudicates and resolves. Use this cheat to speed play.

TBD: breakdown of all 12 card types.