How to Play
Fast, elegant, dice-pool mechanics for tiny adventurers
- Roll tests with multiple advantages or disadvantages (like Blades in the Dark)
- Combat rolls almost always hit — the Primary Die in your damage pool determines miss, hit, or crit
- Action and reaction economy based on turn count
- Exploding crits
- Dice fail mitigation with Grit, a fluid currency you spend to improve future odds
1. Characters and attributes
Heroes have four attributes:
| Attribute | Covers |
|---|---|
| Strength (STR) 💪 | Power, toughness, lifting, grappling, STR-based weapons, some physical saves |
| Dexterity (DEX) 🎯 | Agility, reflexes, stealth, finesse weapons, bows, Initiative |
| Intelligence (INT) 🧠 | Knowledge, analysis, magic theory, investigation |
| Will (WIL) ✨ | Courage, presence, empathy, social influence, mental resilience |
Each attribute has two mechanical pieces:
- A modifier (for example from −1 to +5) used for damage, spell effects, DCs and anything the game ties directly to attribute scores.
- A Boon/Bane rating 🎲 from −3 to +3 that affects how many dice you roll on tests.
Each class also has:
- Key attributes — usually two attributes that power most of its class features.
- Attack die type 🎲 — the die size they roll when making attacks (e.g. d6, d8).
2. Core resolution: Attribute tests with Boons and Banes
Any non-trivial action with an uncertain outcome uses an attribute test 🎲.
2.1 Building the dice pool
- Pick an attribute — STR, DEX, INT or WIL, whichever matches what they are doing.
- Start at 1d6 — every test starts with a pool of one die.
- Add Boons and Banes ⚖️
- Start from the attribute's own Boon/Bane rating.
- Add Boons ✅ for things that help: strong positioning, good tools, help from another hero, class advantages, clever plans, favourable conditions.
- Add Banes ❌ for things that hurt: bad footing, darkness, rushing, being outnumbered, conditions like Frightened, hostile environment.
- Cancel out — Boons and Banes cancel one-for-one. Only the net result matters.
- Set the pool size
- Net 0: roll 1d6, keep that result.
- Net +N: roll 1 + N d6 and keep the highest single die. ⬆️
- Net −N: roll 1 + N d6 and keep the lowest single die. ⬇️
2.2 Reading the result
| Result | Outcome |
|---|---|
| 1–2 | ❌ Failure. You do not get what you wanted. The GM hits you with a clear consequence. |
| 3–4 | ⚠️ Success with consequences. You succeed, but with a cost, complication, or future trouble. |
| 5–6 | ✅ Full success. You get what you wanted, no serious downside. |
2.3 Optional: Position and Effect
Each action can have:
- Position — Controlled, Risky, or Desperate. Guides how hard consequences hit on 1–2 or 3–4.
- Effect — Limited, Standard, or Great. Guides how big the success is on 5–6.
These do not change the die result — they guide narration.
3. Grit
Grit is a meta-currency that rewards brutal failures and improves your odds on later rolls. Each hero tracks Grit from 0 to 5.
3.1 Gaining Grit
You gain 1 Grit when:
- You make an attack, attribute test, save, or Initiative roll
- The kept die (the single result your pool is judged by) shows a 1
- You are not already at 5 Grit
You gain at most 1 Grit per roll, even if several dice show 1. You cannot spend freshly earned Grit on the same roll.
3.2 Spending Grit: Steady the roll
Cost: 1 Grit Timing: Declared before rolling
Effect — choose one:
- Add 1 Boon to the roll, or
- Cancel 1 Bane from the roll
Rules:
- You choose which effect each time.
- You can only use Steady the Roll once per roll.
- You cannot use Grit on the roll that just generated it.
4. Saves
When the world acts on a hero and they try to resist (poison, fire, fear, charms, traps, etc.) they make a save — which is just an attribute test aimed at resisting an effect.
- Pick STR, DEX, INT or WIL depending on how they resist.
- Build the dice pool with Boons/Banes as normal.
| Result | Outcome |
|---|---|
| 5–6 | ✅ You fully resist the effect |
| 3–4 | ⚠️ Partial resistance — half damage, weaker condition, or some downside |
| 1–2 | ❌ You take the full effect |
Each hero has:
- One advantaged save type — starts with +1 Boon ✅
- One disadvantaged save type — starts with +1 Bane ❌
- Two neutral save types
Situational Boons/Banes stack on top of this.
5. Initiative
Initiative uses a DEX attribute test and determines how many actions you start with in the first round.
| Result | Starting actions |
|---|---|
| 5–6 | ⚡⚡⚡ 3 actions |
| 3–4 | ⚡⚡ 2 actions |
| 1–2 | ⚡ 1 action |
From the second round onwards, everyone gets 3 actions at the start of their turn, regardless of Initiative.
Ambushes and surprise are handled with Boons and Banes on the Initiative roll. If the heroes are clearly ambushing, give them extra Boons or just decide they all count as 5–6.
Turn order — heroes act in table order, then all enemies, unless you want a more detailed order. In case of ties, heroes act before enemies; ties between heroes are resolved by table order.
6. Actions and reactions
6.1 Actions
On your turn you get 3 actions ⚡ (modified by Initiative on the first round).
| Action | Cost |
|---|---|
| Attack ⚔️ | 1 action |
| Cast a spell 🔮 | Usually 1 action (some powerful spells cost 2 or 3) |
| Move 🏃 up to your Speed | 1 action |
| Assess 👁️ (observe, analyse, find an opening) | 1 action |
| Class abilities, items, or special moves | As listed |
Some strong effects cost 2 or 3 actions. Multi-action effects can be stretched across turns if you maintain Concentration or the rules for that effect allow it.
6.2 Reactions
Reactions are powerful off-turn moves taken during someone else's turn. Each reaction costs 1 action from your unused actions this turn. If you have no actions left, you cannot react.
Core reactions:
| Reaction | Effect |
|---|---|
| Defend 🛡️ | Protect yourself or an ally from an attack |
| Interpose 🚧 | Move into harm's way for an ally |
| Opportunity Attack ⚡ | Strike someone who moves carelessly in melee or does something risky |
| Help 🤝 | Give an ally +1 Boon on a roll |
Each type of reaction can be used at most once per round.
7. Attacks and combat
7.1 Making an attack
- Confirm what you are using (weapon, spell, class ability). That entry tells you which attribute it keys off and which attack die type you roll.
- Identify the Primary Die (normally rolled separately or marked before rolling).
- Check the Primary Die:
- Shows 1 → the attack misses entirely ❌
- Shows its maximum value → critical hit 💥
- Otherwise → the attack hits ✅
- On a hit: sum the damage dice, apply any flat modifiers, then apply armour rules.
7.2 Critical hits
On a critical hit:
- Explode the Primary Die — add its maximum value, roll it again, keep adding if you roll the maximum again.
- Critical hits ignore armour completely.
- Any riders (conditions, pushes, extra effects) can be boosted on crits at GM discretion.
7.3 Multiple attacks and rushed attacks
- The first attack each turn is normal.
- Each additional attack in that same turn is rushed 💨.
- Rushed attacks: roll your attack dice with +1 Bane (roll an extra die, keep the lowest).
- Enemies get +1 Boon on any saves against a rushed attack's effects.
Disadvantage stacks if you attack three or more times in one turn.
8. Armour and damage
| Armour type | Effect |
|---|---|
| Unarmoured 👕 | Take full damage |
| Medium armour 🦺 | Take only dice damage — ignore flat modifiers |
| Heavy armour 🛡️ | Take half dice damage (round down) — ignore flat modifiers |
Critical hits and vulnerabilities ignore armour.
- Resistance 🛡️ — halve damage after armour.
- Vulnerability 💔 — double damage, or treat the hit as an automatic crit.
9. HP, Wounds and dying
9.1 Hit Points
Hit Points (HP) represent your capacity to take physical punishment. Damage reduces HP but HP cannot go below 0.
9.2 Wounds
When your HP drops to 0:
- Set HP to 0.
- Gain 1 Wound 🩸.
- Gain the Dying condition ☠️.
6 Wounds = death (or a lower cap for a grittier game).
9.3 Dying
While Dying:
- You can only take 1 action per turn.
- You lose Concentration on ongoing effects.
- Strenuous actions may force a STR save; on failure you gain 1 extra Wound.
If you take damage while Dying:
- Gain 2 Wounds — or 3 Wounds if the hit is a critical.
This makes it very dangerous to stay on the ground while enemies are still active.
9.4 Rests and healing
Field Rest (short rest) ⛺
- Spend Hit Dice to restore HP.
- Hit Dice spent are gone until a Safe Rest.
Safe Rest (long rest in safe conditions) 🛏️
- Restore all HP.
- Restore all spent Hit Dice.
- Restore all spell resources.
- Heal 1 Wound 🩹.
Magical healing and class features restore HP or remove conditions according to their own rules.
10. Movement, range and conditions
10.1 Movement
- A typical character has Speed 6.
- Spending 1 action to Move lets you move up to your Speed.
- Difficult terrain usually halves movement for that path.
10.2 Range
| Band | Description |
|---|---|
| Close (melee) ⚔️ | Within reach |
| Mid | A short move away 🎯 |
| Far | Requires several moves or special abilities 🏹 |
Weapons and spells list their effective ranges in either system.
10.3 Conditions
| Condition | Effect |
|---|---|
| Prone 🤕 | Bane to melee attacks you make; Boon to melee attacks against you |
| Grappled 🤼 | Speed 0; Banes on some tests; STR test to break free |
| Restrained ⛓️ | Speed 0; Banes on attacks and DEX saves |
| Blinded 🙈 | Bane on attacks and perception; others may have Boon to hit you |
| Frightened 😱 | Bane on rolls while the source of fear is visible |
| Dazed 😵 | Lose 1 action on your next turn |
| Dying ☠️ | 1 action per turn; extra Wounds from damage |
11. Monsters and minions
Monsters use the same core mechanics:
- Attributes (and Boon/Bane ratings if desired)
- HP, Wounds, armour type, conditions
- Attacks with their own damage dice and riders
- Saves as attribute tests
Minions are simplified enemies:
- Any hit that deals damage kills a minion.
- Minions do not gain Grit and usually do not crit.
- Groups of minions can be removed in batches when heroes deal big area damage.
Elite monsters can be given Grit and heroic reactions to feel closer to PCs.