Hot Guys Making Out RPG

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The key takeaways are that the document describes a role-playing game called Hot Guys Making Out that is set during the Spanish Civil War and focuses on the forbidden romance between two male characters.

The story is set in Spain during 1937 at the height of the Spanish Civil War between the Republicans and Fascists led by Francisco Franco.

The two main characters are Honoré, a reclusive former nobleman, and Gonsalvo, his young ward who has been orphaned by the war. Honoré takes Gonsalvo in as his ward.

I don’t care for all the pretty girls

and all their pretty curls


it is you I adore
forevermore

Hot Guys Making Out copyright 2010-2013


by Ben Lehman in Nostalgia Studio
All rights reserved
this is our game

Illustrations copyright Amber Lupfer 2013


All rights reserved by the artist

Game Design and Text: Ben Lehman


Editing: Isabel Kunkle and Rachel Edidin
Layout: Ben Lehman

Support: Alexis, Emily, Joe, Vincent, Meg,


Pôl, Karrin, Ogre, Mickey, Brendan, Eric,
Abi, Joel, Charles, Barry, Sarah, Amy and all
those others who I have neglected to name

The text font is Golden Cockerel


The playing card font is playingcards

First Edition, March 2013

All errors should be blamed on the author


in his rush to print, and not on the noble
editors who tried to steer him aright.

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For the beautiful ghost boy

and every body that loves him

with all my heart

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Hot Guys Making Out is a role-playing game about the forbidden
Welcome to Hot Guys Making Out
passion between Honoré, a reclusive former nobleman, and
Gonsalvo, his young ward. It is a story about passion and romance,
about love blossoming amidst the brutality of war.

If you are new to role-playing games, they are games you play with
your friends to tell a story together. Rather than playing the game
on a board or a computer, you each take turns describing the
environment, the characters, and what they say and do. Each of
you takes control of a character in the story, dictating their actions
and emotions. By playing the game, you’ll use these characters to
tell a story.

A game of Hot Guys Making Out takes about an hour, and is


comprised of 4-8 scenes. Don’t worry if you’ve never played a role-
playing game before: we’ll walk through it step-by-step.

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Spain, 1937. For nearly a year, the country has been ravaged by a
A Romantic Mystery
vicious civil war between the democratically elected Republicans
and the rebel Fascist forces of Francisco Franco. Even away from
the battle lines, the Fascists massacre thousands for suspected
political deviance, while increasingly radical Republicans execute
aristocrats and clergy as collaborators. Buoyed on both sides by a
steady stream of foreign arms and foreign soldiers, the war rages
on, leaving ruin and sorrow in its wake.

Lost in this sea of violence and chaos, Gonsalvo Hidalgo is merely


one of the thousands orphaned by the war, until the one cloudy
night when everything changes. A taciturn man in a dark suit
arrives at the orphanage in the middle of the night and whisks the
young man away to a remote mountain village in the Pyrenees.

The car races through the dark mountain roads, criss-crossing


through Fascist and Republican territories, dodging roadblocks
and checkpoints. Pelted by rain and gravel, it finally arrives at a
noble house, well-kept but ancient. In front of the house stands
a beautiful man, his eyes distant, his mouth frowning slightly.
Next to him, a maid holds an umbrella to keep the rain off of her
master’s long, flowing hair.

The driver opens Gonsalvo’s door. Somehow, at that moment,


the boy understands that he has arrived at his new home. Does
he dare give voice to his feelings? In this remote territory, can
he find shelter from the horrors of war? Who is this gorgeous
mystery man, and what hidden debt does he owe Gonsalvo’s
murdered father?

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When you play Hot Guys Making Out, you take control of a
How to Play
character in a story that you tell together with a friend or three.
Like many games, Hot Guys Making Out is played in turns and,
like many stories, it is separated into scenes. During your turn,
you’ll get to say what that character says, does, thinks, and feels, in
keeping with the rules of the game. During other people’s turns,
you’ll get to listen to what the other players describe what their
characters are saying, doing, thinking, and feeling.

Each of you will also get a chance to speak for things outside
your character: setting up the scene, setting the tone, introducing
threats, and playing background characters or antagonists.

As you play, each in turn speaking for your character or for the
greater story, you’ll be working together to build a romantic story
about the relationship between the innocent, beautiful Gonsalvo
and the mysterious, passionate Honoré. At the end of play, you
will have told a complete story together, either standing on its
own or as a chapter in a greater work.

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¤¤ Before play, each of you will pick a character and together
Outline of Play
you will pick the Threat that will come between the lovers.
(The first time you play, the Threat is chosen for you.)

¤¤ To start play, you will set up an initial scene. (The first time
you play, the initial scene is set up for you.)

¤¤ Starting with Gonsalvo’s player, you will take turns describing


your character’s thoughts, feelings, and actions.

¤¤ Sometimes, there will be dramatic moments of passion,


support, or danger.

¤¤ After each scene ends, you will work together to set up


another scene, played in the same way.

¤¤ After the Threat has been resolved (which will usually occur
within 4-8 scenes), play ends.

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Before you start play, each player should pick a character from
Pick Your Character
the four below. If there are two players, they play Honoré and
Gonsalvo. For a third player, add Maria. For a fourth player, add
Olivier.

Gonsalvo is an orphan, a shy young man who has trouble standing


up for himself. He is emotional, passive, and introspective. Play
Gonsalvo if you like talking about your emotions, voicing inner
monologue, and letting others take the lead.

Honoré is the master of the house, a stern yet alluring former


nobleman. He is passionate, active, and dashing. Play Honoré if
you like taking intense, direct action towards your goals.

Maria is Honoré’s devoted maid and bodyservant. She is insightful,


proper, and sometimes spiteful. Play Maria if you want to be a
supportive player who gives advice. Pick Maria as a character only
in a three or four player game.

Olivier is Honoré’s butler and manservant. His family has served


for several generations. He is strong, loyal, and taciturn. Play
Olivier if you want to give quiet, effective support. Pick Olivier as
a character only in a four player game.

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In every story, there is a Threat that comes between the two
Pick the Threat
protagonists, Honoré and Gonsalvo, and can cause harm to them
or their relationship. When the Threat is resolved, the story ends.
So, before you start the story, you must pick which Threat they
will face this time.

The Threat, by endangering the characters and their relationships,


makes their situation more desperate, passionate, and intense,
bringing to the forefront their buried desires. Without an active
Threat, their feelings might never be revealed. It’s important that
the Threat be something serious, dangerous, and frightening.

The first time you play the game, use the following as the Threat:

¤¤ Maria is jealous of Gonsalvo.

Note: Even though Maria is jealous, she can still act in support of
the relationship, against her own jealousy.

When you play the game again, you can use other Threats, such as:

¤¤ Honoré’s former lover Franz, now a Nazi agent, returns.

¤¤ A fire breaks out in the mansion.

¤¤ Fascist troops surround the town.

¤¤ Gonsalvo is depressed by grief for his parents.

¤¤ Honoré is arrested for political crimes.

You can also invent your own Threats. A Threat can be anything
that comes between Gonsalvo and Honoré and could, in doing so,
cause harm. If you choose to invent your own Threat, don’t go into
a lot of detail about how the Threat works: just pick something
appropriate and let the details be invented in play.

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Deal each player a hand of five cards. Each player can look at their
Deal Your Hand
own hand but should keep them secret from the other players
until they are played.

SfrKA
Different types of cards have different uses, described below.

f
Diamonds, Clubs, and Spades, numbered 2-10, can be
used to take standard actions.

V
Hearts can be used to take special actions, where the
character acts free of their limitations, as well as to take
standard actions.

M
Face cards can be played as if they were numbered
11, but otherwise are treated as a regular card.
Additionally, each player has a particular face card they
can use to activate their character’s unique ability:
either Support (pg 22) or a Moment of Passion (pg 21).

A
Aces represent the Threat (pgs 11, 19), and can be used
to harm and endanger the characters. Like face cards,
aces are played as if they were numbered 11.

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The first time you play the game, the first scene is the scene
The First Scene
described in the end of A Romantic Mystery (pg 5):

The car races through the dark mountain roads, criss-crossing through Fascist and
Republican territories, dodging roadblocks and checkpoints. Pelted by rain and
gravel, it finally arrives at a noble house, well-kept but ancient. In front of the house
stands a beautiful man, his eyes distant, his mouth frowning slightly. Next to him, a
maid holds an umbrella to keep the rain off of her master’s long, flowing hair.

The driver opens Gonsalvo’s door. Somehow, at that moment, the boy understands
that he has arrived at his new home. Does he dare give voice to his feelings? In this
remote territory, can he find shelter from the horrors of war? Who is this gorgeous
mystery man, and what hidden debt does he owe Gonsalvo’s murdered father?

From here, Gonsalvo’s player takes the first turn, playing a card
out of her hand and describing Gonsalvo’s thoughts, feelings, and
actions. She might choose to speak for Gonsalvo, like an actor, or
to descrive his actions in the third person.

Note: If you have played the game before, you can start with any
scene you can come up with, rather than using this one. Start with
whatever scene makes sense to you.

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While playing Hot Guys Making Out, you will build up the story
Take Your Turn
in turns. In each turn, one player will play a card and tell a small
part of the story, roughly equivalent to a panel in a comic book or
a sentence of a novel.

In each scene we start with Gonsalvo’s turn. Gonsalvo’s player


plays a card and describes Gonsalvo’s thoughts, words, actions,
emotions, and so on.

From there, proceeding to the left, each player takes a turn. During
your turn you can play or pass. In either case you will add a line or
two to the story.

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If, on your turn, you choose to play, you must play a card from
Play
your hand of equal to or greater value than any card played this
turn. If you do so, you talk a bit about your character’s behavior, as
described below.

¤¤ If it’s a regular card, not a heart or your face card, take a


regular action.

¤¤ If it’s a heart, take a regular or a special unrestricted action.

¤¤ If it’s your face card (Jack for Gonsalvo, Queen for Maria,
King for Honoré, Joker for Olivier), take your unique action,
either a Moment of Passion (pg 20) or Support (pg 21).

¤¤ If it’s an ace, advance the Threat (pg 19).

If you cannot play a card of equal or greater value than any card
played previously, you must pass (pg 17).

Note for experienced card game players: You cannot play a heart onto a
higher-valued non-heart. Hearts allow special actions but do not
trump. There are no trumps in Hot Guys Making Out.

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If, on your turn, you opt to pass, discard a card of any value and draw
Pass
a card. Describe a bit of environmental detail in the current scene:
something that adds to the mood without advancing the story.

When all players pass in a row, the scene ends.

Note: If you have no cards left in your hand, you must pass. Don’t
discard anything, just describe a detail and draw a card.

Note: If you choose to pass, but can’t think of any detail to add,
simply wait a moment of tense silence, then note the end of your
turn. Tense silences are always appropriate.

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If, on your turn, you played a card of equal or higher value than the
Take Action
last card played, you get to take an action. Additionally, you played
a heart, you can choose to take a special unrestricted action.

Normal Actions define what your character is thinking or doing.

¤¤ Gonsalvo gives his inner monologue, expresses his emotions


or thoughts, adds dialogue, or attempts to do something
significant without success.

¤¤ Honoré acts, decisively and successfully.

¤¤ Maria acts, or describes her thoughts or feelings. At the


option of her player, instead describe the actions or feelings
of a minor character (not Honoré or Gonsalvo, nor Olivier in
a 4 player game) or a character associated with the Threat.

¤¤ Olivier acts, or describes his thoughts or feelings. At the


option of his player, instead describe the actions or feelings
of another secondary character (not Honoré, Gonsalvo, or
Maria) or a character associated with the Threat.

Special Actions are not restricted like normal actions. Gonsalvo


can act decisively and succeed; Honoré can express his inner
thoughts and feelings, or fall short of success in action.

Maria and Olivier gain no particular benefit from special actions.

Thematic Note: In a special action, Honoré and Gonsalvo transcend


their personal limitations. These are dramatic moments. They are
unlike Moments of Passion in that Moments of Passion are about
overcoming the boundaries of their relationship, rather than their
individual flaws.

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Any time someone plays an Ace, they describe how the Threat
Advance and Portray the Threat
advances. This is limited by the number of Aces that have been
previously played, as follows:

¤¤ One Ace: The Threat may be foreshadowed.

¤¤ Two Aces: The Threat is clearly apparent and can directly


menace one character.

¤¤ Three Aces: The Threat is openly hostile and may harm one
character, and menace all characters.

¤¤ Four Aces: The Threat is in full power, and may greatly harm
or kill one character, as well as harm any other character.

Leave the Aces on the table, even between scenes, to show far the
Threat has progressed.

The Threat can act during any turn, even a turn when no Ace is
played. Any player can, during their turn, have the Threat act in
a manner appropriate to the number of aces on the table. (So, if
there are two aces on the table, the Threat can menace a character.
If there are three, the Threat may harm a character.)

By advancing and playing the Threat, we give the game’s characters


a chance to show their personal strengths under duress, to test
their relationship in extremity, and to ignite their passions with
desperation. The game is at its best when the Threat looms large.

Both Moments of Passion and Olivier’s support will allow you to


de-escalate the Threat. When the Threat is de-escalated, remove
one or more Aces from the table (the exact number is chosen by
the player as appropriate to the described action) and put them in
the discard pile. If an Ace has been played this turn, Moments of
Passion will not de-escalate the Threat.

Note: When you de-escalate the Threat, it is worthwhile to check


in and see if the Threat is resolved. If it is, go to “ending the game.”

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Moments of Passion occur whenever Gonsalvo plays a Jack or
Moments of Passion
Honoré plays a King.

¤¤ When Gonsalvo plays a Moment of Passion, briefly play


out how their relationship escalates in emotional intimacy.
Honoré and Gonsalvo do something emotionally intimate
that they’ve never done before.

¤¤ When Honoré plays a Moment of Passion, briefly play out


how their relationship escalates in physical intimacy. Honoré
and Gonsalvo do something physically intimate that they’ve
never done before.

¤¤ If it is appropriate to the situation you describe, you may de-


escalate the Threat by removing an appropriate number of
Aces from the table and shuffling them into the deck. Don’t
de-escalate the Threat if an Ace was played during this scene.

Note: During a moment of passion, all actions are unrestricted.

Note: It is okay to let a Moment of Passion last a little longer than


ordinary play, allowing both players to contribute dialogue and
actions. If actions are like a panel in a comic, then a Moment of
Passion is a dramatic, full page panel.

21
Support occurs when Maria plays a Queen or Olivier plays a Joker.
Support
¤¤ Maria gives support through advice. Briefly play out Maria
offering advice to a character, then place the Queen in front
of them. If they act on that advice, they may play the Queen as
a card of value 11. Acting on Maria’s advice is always a special
unrestricted action.

¤¤ Olivier gives support through confrontation. He directly


confronts the Threat, often with violence. De-escalate the
Threat by removing an appropriate number of Aces from the
table and discarding them.

Note: While there is nothing stopping Maria or Olivier from


providing support without playing a support card, it is only when
they play their special card that the game effect occurs (for Maria:
giving a Queen; for Olivier: de-escalating the Threat).

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When all players have passed in a row, the scene ends. Reshuffle
Set Another Scene
the cards (except any Queens or Aces that are face up on the table
marking the Threat or Maria’s support).

Between scenes, everyone draws to five cards in hand.

Discuss where you want the next scene to take place, and when it
will take place. Don’t be afraid to jump in time and space, and don’t
feel that you need to include every character in every scene: you
can always cut back and forth between characters. If you cannot
decide on what scene to play next, have Honoré’s player choose.

Ideas for Scenes:

¤¤ Breakfast in the immense dining room, surrounded by


portraits of Honoré’s ancestors.

¤¤ A walk in the garden.

¤¤ Riding through the forest.

¤¤ Gonsalvo tosses and turns in bed, unable to sleep.

¤¤ A dramatic confrontation on the rooftop.

¤¤ A trip into town with Maria.

In each new scene, play starts with Gonsalvo and passes to the left.

Note: While it is definitely possible to play out flashbacks by


setting scenes in the past, it’s a bit trickier than a regular scene. If
this is your first or second time playing Hot Guys Making Out, I
wouldn’t recommend it.

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You play the game by repeating the steps above: linking together
Play Well
scenes and, within each scene, taking actions and passing in turn.
Here’s some advice to keep in mind as you play: listen if it helps
you, ignore it if it doesn’t.

¤¤ Rather than worrying about getting your turn perfect, play to


your first impulse and see where the story goes.

¤¤ At the same time, if you don’t have a first impulse, it’s okay to
take some time to think about what you want your character
to do, think, or feel.

¤¤ When you pass, don’t worry too much about the detail. If you
don’t have something on the tip of your tongue, describe an
object in the room or the weather.

¤¤ When you pass, if you absolutely can’t think of a detail to add,


just have a few moments of silence while all the characters
stare at each other, lost in thought or passion.

¤¤ With every moment of passion, make sure to play it out and


see how Honoré and Gonsalvo’s relationship develops.

¤¤ At the beginning of each scene, take some time to set up the


environment and conditions before diving into play. This will
make playing the scene more rich and rewarding.

¤¤ Once an Ace has been played and the Threat is apparent,


remember to keep the Threat looming just around the
corner. Even in scenes where no Ace is played, the Threat can
and should still be present.

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Each story centers around a Threat. Thus, when the Threat has
End the Story
been dealt with, resolved, or repelled, even just for the time being,
it’s time to end the story.

Note: The cards will never tell you whether or not a Threat is
resolved. Rather, the Threat is resolved when all of the players
believe that it has, in the story, been dealt with. If you’re in doubt
about whether or not to end the game, ask yourself if there still a
reasonable chance this Threat could harm the characters. If not,
the Threat is resolved and the game should end.

To end the story, simply take any last actions or passes that you
want to take, drawing the story to a conclusion. When the last
scene ends, the story ends.

Talk a little bit about how the story went, the possibilities for
future play, and how the relationship between the main characters
has evolved during play. Recall your favorite moments from play,
and talk to each other about the strong and weak points.

If you like, reshuffle the cards and start a new story.

Thanks for playing!

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To start a new story:
Start a New Story
¤¤ Pick your characters (or keep the same ones)

¤¤ Pick a new Threat (or revisit an old one)

¤¤ Deal everyone five cards and

¤¤ Set the first scene.

That’s it! You’re ready to play again. Play starts with Gonsalvo and
pass to the left.

You can revisit Hot Guys Making Out as many times as you like,
either stringing together many stories into a longer story arc, or
playing it each time as a stand-alone story.

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Although Hot Guys Making Out has its own set of characters,
Play With Your Own Characters
it can be used to tell stories about any characters with a similar
romantic dynamic. Once you’ve gotten the hang of the game, you
should feel free to try it with other characters.

But don’t just bring in other characters arbitrarily. If you make sure
that your characters fit into the structure of the game, then you
will have a better time while playing and you will make a better
story. You can invent your own characters from scratch or play
characters from your favorite manga, TV show, or novel.

There should be two lovers. One should be introverted,


introspective, and more passive. The other should be aggressive,
passionate, and more active. The passionate, active lead should
get the mechanical role of Honoré, and the passive lead should
get the mechanical role of Gonsalvo. However, you can tailor
their default actions to fit the new character’s personalities. (For
example, perhaps the introverted, passive lead is more analytical
and less emotional than Gonsalvo: you could add “analyze the
situation” and “use logic” instead of “express your feelings.”)

With the supporting characters, you can be more flexible. Maria’s


support ability allows her to offer advice, Olivier’s support ability
lets him directly confront the Threat on behalf of the other
characters. Within these mechanics, support characters can be
anyone who supports the relationship between the lead characters.

You can even invent your own support abilities. It will probably
take some testing and fine tuning but with work you should be
able to come up with interesting and exciting abilities. To avoid
distracting attention from the lovers, though, you should limit
yourself to no more than two supporting characters.

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Once you have your characters, briefly sketch out their setting and
Play With Your Own Characters p. 2
come up with a list of example Threats. A Threat can be anything,
internal or external, that could come between the main characters,
and harm them or their relationship. If you like, you can have a
fixed initial Threat (like I did with the Gonsalvo-Honoré setting)
but you don’t have to. If you are using pre-existing characters you
can just draw Threats from their own stories. If you are making up
your own characters you’ll have to think about what could come
between the main characters.

It may be possible to use the the structure of Hot Guys Making Out
to tell other stories: romances with more than two participants,
characters with more flexible personalities, relationships beyond
romance and sex, settings that are not under constant Threat.
However, because I haven’t tried these scenarios myself, I can’t
offer you much advice. All I can do is wish you good luck and, if
you try it, ask you to let me know how it goes!

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Honoré
Honoré is the master of the house, a stern
yet alluring former nobleman. He is haunted
by a past that he dares not speak of, and has a
mysterious connection to Gonsalvo’s father.
He is passionate, active, and dashing. Play
Honoré if you like taking intense, direct
action towards your goals.

In a normal action (any non-Heart): Act


decisively and effectively. Do not
hesitate, express your emotions, or fail.

In a special action (any Heart): You may, if


you wish, express your emotions or give
internal monologue.

Moment of Passion (any King): A moment


of passion. Act without restriction to
increase the physical intimacy of the
relationship between you and Gonsalvo:
do something physically intimate that
you’ve never done before. De-escalate the
Threat, if appropriate.

Advance the Threat (any Ace): Describe an


escalation of the Threat. Leave the ace on
the table to mark the escalation.

Pass (discard a card, draw a replacement):


Describe some bit of environmental detail
not relating to your character. Discard a
card and draw a card.

29
Gonsalvo
Gonsalvo is Honoré’s young ward, a shy
young man who has trouble standing up
for himself. He is scarred by the murder of
his parents and does not know how to deal
with his intense feelings towards Honoré.
He is emotional, passive, and introspective.
Play Gonsalvo if you like talking about
emotions, giving inner monologues, and
letting others take the lead.

In a normal action (any non-Heart):


Describe or express your thoughts
and feelings, either with internal
monologue or with character
dialogue. Do not act successfully.

In a special action (any Heart): You may, if you


wish, take decisive and successful action.

Moment of Passion (any Jack): Act without


restriction to increase the emotional
intimacy of the relationship between you
and Honoré: do something emotionally
intimate that you’ve never done before.
De-escalate the Threat, if appropriate.

Advance the Threat (any Ace): Describe an


escalation of the Threat. Leave the ace on
the table to mark the escalation.

Pass (discard a card, draw a replacement):


Describe some bit of environmental
detail not relating to your character.
Discard a card and draw a card.

30
Maria
Maria is Honoré’s devoted maid and
bodyservant. At the beginning of the game,
she harbors secret feelings for him, but they
are not reciprocated and may fade with time.
Play Maria if you want to be a supportive player
who gives advice. If you play Maria, you will
also play other supporting characters over
the course of the game. Pick Maria as your
character only in a three or four player game.
Even in a two player game, Maria is still
present as a secondary character.

In a normal action (any normal card): Describe


Maria’s thoughts, feelings, or actions. Or
describe the thoughts, feelings and actions of a
secondary character.

Support (any Queen): Offer advice to one


other character. Place the Queen face
up in front of them, keeping it even
between scenes. When acting on
your advice, they may expend
the Queen and take the action.

Advance the Threat (any Ace): Describe


an escalation of the Threat. Leave the
ace on the table to mark the escalation.

Pass (discard a card, draw a replacement): Describe


some bit of environmental detail not relating to
your character. Discard a card and draw a card.

31
Olivier
Olivier is Honoré’s butler and
manservant. His family has served the
household for several generations.
He is strong, loyal, and taciturn. Play
Olivier if you want to give quiet
support through physical action. If
you play Olivier, you will also play
other supporting characters over the
course of the game. Pick Olivier as
your character only in a four player
game. Even in a two or three player
game, Olivier is still present as a
secondary character.

In a normal action (any normal card): Describe


Olivier’s thoughts, feelings, or actions. Or
describe the thoughts, feelings and actions
of a secondary character.

Support (Joker): Describe Olivier directly


confronting the threat, often with
violence. De-escalate the threat by an
appropriate amount.

Advance the Threat (any Ace): Describe an


escalation of the Threat. Leave the ace
on the table to mark the escalation.

Pass (discard a card, draw a replacement):


Describe some bit of environmental
detail not relating to your character.
Discard a card and draw a card.

32
To Begin a Scene: Discuss when and where you’d like the next scene
Helpful Reminders for Playing the Game
to take place. Take time to describe the environment, where the
characters are, and what they are doing. You don’t need to have
every character in every scene.

During a Scene: It’s okay to change locations, either because


characters have left the original scene or because we are shifting
our attention to a different character in a different place.

To End a Scene: When all players have passed in a row, end the scene.

To Play: Play a card from your hand equal to or greater than the
value of the highest-value card played this scene. Cards generally
use their face values, but there are exceptions:

g
For numbered cards: Value is equal to the number shown.

y
For Jacks, Queens, Kings, Aces and Jokers: Value is 11.

Effects of Aces on the Threat

One Ace: The Threat may be foreshadowed.

Two Aces: The Threat is clearly apparent and can directly menace
one character.

Three Aces: The Threat is openly hostile and may harm one
character, and menace all characters.

Four Aces: The Threat is in full power, and may greatly harm or kill
one character, as well as harm any other character.

Ending the Game: When all players agree that the Threat is resolved,
end the game at the end of that scene. Good times to check if the
Threat is resolved include, but are not limited to, whenever the
Threat is de-escalated and the end of each scene.

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