Objective: A “Story-Telling-RpG”. Agents must discover the origin/meaning of the message. Spies must divert the story. Preparation: Each player writes a word starting with the letter “A” and hides it. Distribute another deck of cards, ceil(?*num_players) red and ceil(¾*num_players) white. Red cards are the Spies. “You are superskilled Agents with unlimited access to any resource. We received an enemy-alien-whatever message containing the acronym A.G.A.T.A.Investigate and discover what means and its origin.” Your turn: You must tell a scene involving the Agents. The scene must be: Coherent with the setting. Continue a previous scene if any. Players cannot be killed or die. Time period cannot be longer than one day. Extend it with a “Token”. The story cannot end before your second turn. Not-your turn: You can play a “Token” to: Use one ability of your Agent. Modify minor aspects of the scene. You cannot end the scene or kill another Agent. Give 1 Token to the teller if you liked the scene. Spies Scope: One of the words must appear in A.G.A.T.A. Agents Scope: Avoid one of the words appear in A.G.A.T.A..
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