One player is REFEREE. Others, CHARACTERS.
REFEREE describes a ROOM.
CHARACTERS act.
REFEREE describes impact.
"d6" means "six-sided die". "d20", 20-sided.
CHARACTERS
===
Choose name, MOTIVATION (examples: see ENCOUNTERS). STAT=16.
STAT: the only stat.
CHECK: roll d20<=STAT.
(CHECK when unsure.)
Attacks auto-hit, d6 damage to STAT.
After 2+ damage, CHECK. Failure --> STAT=1.
STAT=0 --> death.
REST --> STAT=16.
ROOMS
===
d6 Room Contents
1. Ballroom Art
2. Bedroom Books
3. Courtyard Fire
4. Gallery Food
5. Kitchen Plants
6. SPECIAL Water
d6 Exits Feature
1. N-E ENCOUNTER
2. N-S GLINT
3. N-W OBSTRUCTION
4. S-E TWIST
5. S-W Way Down
6. E-W Way Up
SPECIAL
===
Strike when bored:
- Armory
- Jail
- Mausoleum
- Theater
- Throne-room
- Treasury
...
ENCOUNTER
===
2-in-6 whenever CHARACTERS explore, dawdle, REST, or clamor.
Flight auto-succeeds. CHECK or become lost.
d6 Encounter MOTIVATION
1. Animals Enrich
2. Guards Entertain
3. Intruders Escape
4. Nobles Ingratiate
5. Servants Investigate
6. Supernatural Overthrow
GLINT
===
Follow to ENCOUNTER.
Example: orange fur --> tiger.
OBSTRUCTION
===
- Barricade
- Lock
- Secret door (CHECK locates)
- Sleeping ENCOUNTER
...
TWIST (d6)
===
1. 1 damage crossing (example: thorns).
2. Hallway: +d20 doors.
3. Oubliette: CHECK or fall (d6 damage).
4. Non-Euclidean: exits to far rooms.
5. Sanctuary: encounter-less.
6. Escape!
This game owes a great debt to many others, but especially:
And to all the palace and castle and estate tours I’ve ever been on.