top of page

Tabletop Games

A collection of the board games I have created in teams of 4-6 people

Food Fight

Story and Objective

    It was merely a matter of time before all hell broke loose in the cafeteria. Soon, four pillars of salt took their place at the top. Now the only way to prove you have the salt is to battle until only you remain. Build your defenses and weapons to destroy those believing themselves fit enough to challenge you. This is no mere battle, this is a FOOD FIGHT!


    - Board
    - 4 Decks of Salt Cards (72 Cards in total).
        - Note: The color of the cards do not matter for this game.
        - Used to battle opponents.
    - 16 Fortune cards.
        - One time battle tricks that are discarded after use.
    - 4 player tokens.
        - Yellow
        - Blue
        - Red
        - Green
    - Box of Cards: Discard Pile during game.

How to Read Components
    - Board
        - Four corners of the board: Yellow, Blue, Red, Green.
        - 9 food image tower placements in all spots, for Yellow and Blue use the Start and and Finish spots as a placement for a tower.
        - Center Fortune spot for Fortune cards.
        - Outside ring of spaces, the health bar, for player tokens.
    - Salt Cards
        - Name of the food being used.
        - Salt unit of the card.
    - Fortune Cards
        - Description of story action.
        - Subtract or Add statement.
        - Amount of salt units involved in the calculation.



Set Up
    - Food Fight is a game for 4 players.
    - Place Fortune cards into the center of the board.
    - Each player chooses a color corner of the board.
    - Each player grabs a deck of cards. Each deck has 18 cards, the color side is the back of the card and the side with the salt unit is the front of the card.
    - Each player looks at their card’s salt units and stack two cards face down onto every food image. The Yellow and Blue players will use the Start and Finish spots as both a place to put cards and spaces on their health bars so that everyone has 9 spots.
        - Cards with higher salt units are considered stronger and cards with lower salt units are considered weaker, so be sure to think strategically about where you place and stack them!
        - The reason why you have two cards per spot is so that when the top card is defeated, you have a backup card to still use in that          space. Note that you will be unable to access the bottom card until the top one has been discarded.
    - Place your piece on the right side of the spaces within your colored quarter of the board. These spaces will represent your health bar.
    - The player who last ate will go first!

Typical Turn
    - You may either:
        - Discard the top card from any of your piles to the Box of Cards, your discard pile. Then move your piece towards the left of your health bar two spaces and pick up a Fortune card. If you passed a F spot when moving your piece, pick up a second Fortune card.
        - You may look at any of your own face down cards at any time, you do not have to memorize their positions.
        - Decide which of your cards you want to attack with and pick any opponent's top card as your target.
            - Note that you can only attack with the top-most card of any stack.
        - If either you or your opponent’s cards are face down, flip them face up.
        - The two cards will then begin firing at each other from afar! Whoever’s card has the lower salt units loses and discards that card to the Box of Cards, your discard pile. The higher salt unit card stays in its spot face up.
        - The losing player moves their piece one space towards the left of their health bar.
    - If you pass a F spot during any movements, pick up a Fortune card.
    - Fortunes can be used when attacking or defending on either your or your opponent’s card. To use one, just reveal the Fortune and add/subtract its value from the chosen card. Salt values can not go below zero. Once used, Fortunes are discarded and their effects only last that battle. Only one Fortune may be used per player in a battle.
    - After you have either discarded or attacked, go clockwise to the next player.

Winning and Losing
    - When you have lost all your towers or your player piece has reached the left end of spaces in your quarter of the board, you are out of the game.
    - If you are the last player standing, you are the winner!


    To begin the game of Zauberer, you’ll need to ensure that you have at least four players, and that each player has a set of two six sided dice. If your group contains more than four players, you’ll need to try and evenly distribute the remaining players into groups. For example, if you’re playing with eight people, divide into four groups consisting of two players each.


    After you’ve determined the players, each will need to pick what Clan they want to represent. Each clan has it’s own game piece, listed below:

    - Fire Clan: Red Piece
    - Water Clan: Blue Piece
    - Air Clan: Grey Piece
    - Earth Clan: Brown Piece

    Depending on the clan that you select, certain items and spells (in the form of cards) that you obtain throughout the game will have power bonuses applied to them. Certain clans also have elemental advantages over the other, and will gain extra Power Points while battling. Battling and Power Points will be explained more later on. A list of power bonuses is below:

    - Fire Clan Attack Bonuses:

        - Fire Clan attacking Earth Clan: Plus 1 Power Points for Fire Clan
    - Water Clan Attack Bonuses:
        - Water Clan attacking Fire Clan: Plus 1 Power Points for Water Clan
    - Air Clan Attack Bonuses:
        - Air Clan attacking Water Clan: Plus 1 Power Points for Air Clan
    - Earth Clan Attack Bonuses:
        - Earth Clan attacking Air Clan: Plus 1 Power Points for Earth Clan

    It’s important to memorize these advantages, and apply them to your Power Points when you’re in battle.








Spell Cards

    - Attack Cards: Before Roll
        - “Fireball”: Plus 2 Power Points to roll.
        - “Flamethrower”: Plus 3 Power Points to roll.
        - “Flames of Fury”: Plus 1 Power Points for the next three rolls.
    - Defense Cards: After Roll
        - “Flame Spire”: Block enemies attack.
        - “Ember Staff”: Cancel opponent Attack card.
        - “Cleansing Fire”: Reduce the enemy’s Power Points by 3.
    - Non-Combat Cards: Put back into the general pile when used, can be played whenever before or after move.
        - “Searing Ring”: Place on empty space.
            - Enemy: Minus 1 Power Point to first attack if battle occurs in this space.
            - Ally: Plus 1 Power Point to first fire attack if battle occurs in this space.
        - “Hell’s Wrath”: Move 2 spaces closer to center.

    - Attack Cards: Before Roll
        - “Swirl”: Plus 2 Power Points to roll.
        - “Tornado”: Plus 3 Power Points to roll.
        - “Mysterious Fan”: Use one more die:
            - 1, 2, 3, or 4 = Plus 2 Power Points to roll.
            - 5 or 6 = Plus 3 Power Points to roll.
    - Defense Cards: After Roll
        - “Rippling Gale”: Block the enemy’s attack.
        - “Hidden Gust”: Reflect the attack damaging the opponent instead. Can only be used if they have higher Defense Points than the opponent’s Power Points.
        - “Air Embodiment”: Cancel combat and move up 1 space.
    - Non-Combat Cards: Put back into the general pile when used, can be played whenever before or after move.
        - “Get Outta Air”: Move any enemy 1 space further from the center.
        - “Air to Air”: Switch places with another team, can only be used if they are about the same distance from the center.

    - Attack Cards: Before Roll
        - “Quicksand”: Plus 2 Power Points to roll.
        - “Meteor”: Plus 3 Power Points to roll.
        - “Unrelenting Shock”: Opponent can only use one die next turn.
    - Defense Cards: After Roll
        - “Natural Barrier”: Block the enemies attack.
        - “Growing Roots”: Steal the opponent’s attack card and use it yourself. (This card must be shuffled back in the spell card pile).
        - “Stone Chamber”: Minus 6 Power Points to enemy roll for this turn if the enemy is using a spell for this turn.
    - Non-Combat Cards: Put back into the general pile when used, can be played whenever before or after move.
        - “Entanglement”: Pull two teams to the same space equidistant(as you can) together. Starts combat between them.
        - “Earthquake”: Switch token colors 2 times.

    - Attack Cards: Before Roll
        - “Ice Pike”: Plus 2 Power Points to roll.
        - “Serpentine Cold”: Plus 3 Power Points to ally roll.
        - “Vaporous Field”: Opponents cannot see their roll or yours until after they decide to play a spell card or not.
            - If a dungeon enemy, gain Plus 2 Power Points to ally roll.
    - Defense Cards: After Roll
        - “Ice Shield”: Block enemy attack.
        - “Ice Mirror”: Roll one dice, and double its value to determine your Power Points for that round.
        - “Whirlpool”: Switch your dice roll with the opponents.
    - Non-Combat Cards: Put back into the general pile when used, can be played whenever before or after move.
        - “Torrential Torrent”: Move enemy teams back 1 spaces.
        - “H20 Portal”: Can move as many spaces as desired. For each space that many Power Points will be deducted in the next two turns of the following battle.

    - Trap Cards
        - “Poison Veil”: Subtract 1 Power Point from your attacks for the entirety of your next battle.
        - “Endless Pit”: Skip your next turn.
        - “Sticky Sap”: Can only move one space next turn.
        - “Magic Dart Trap”: Lose one health point at the start of the next combat.
        - “Jack in the Box”: Discard your current spell card.
        - “Shark Swirl”: Can only use one dice for the first turn of the next battle.
        - “Wormhole”: Move your game piece back two spaces and end turn. (Cannot duel or engage in dungeon or trap).
        - “Blessed Trap”: You discover an entrance to a dungeon while falling in a massive hole. Treat this trap as you would a dungeon.

Gameplay Walkthrough

   Zauberer is a round-based board game, with one team being able to play per round. The ultimate goal of Zauberer is to reach and hold the center of the board for three turns, or defeat all other teams on the board! After you’ve selected teams, it’s time to begin to play. To select who goes first, it can either be unanimously decided by the teams, or it can be selected by a dice roll. If a dice roll is used, the team that rolls the highest number with two dice (remember, each team needs two six-sided dice) gets to go first. Each team’s game piece should be placed on the outer edges of the game board, as shown in the picture above. When it is your team’s turn to go, select a player that will play for this round. If each team only has one player, this step can obviously be skipped.

   To begin your turn, roll a single six-sided dice to determine how many spaces you’ll proceed. If you land on a six, you can move three spaces. If you land on 2 or 4 you will move two spaces forward. Finally, if you land on 1 or 3, you can only move one space forward. The spaces in Zauberer are displayed as the colored round tokens that make up the paths on the board.

   Once you’ve moved your team’s game piece, it’s time to decide what action will need to be taken next. If you have landed on a white space, you have two options. You can either end your turn there, or if another team’s game piece is within two spaces from your game piece, you can choose to duel with them. The rules of dueling will be explained later on. 

    If you happen to land on a green space, you have the option to enter a dungeon. You can either choose to ignore the dungeon, or enter the dungeon to have a chance of obtaining a spell card. If you choose the latter option, you must roll both of your dice. Depending on what you roll, you might obtain a spell card, obtain nothing, or get defeated by the dungeon and sent back. If you roll snake eyes, you will not be able to obtain a spell card, and you must go back one space. If only one of your dice lands on a one, you won’t be able to obtain a spell card, but you will remain on the space your game piece is currently on. If you get any other roll than the two previously mentioned, take the spell card that is on the top of your specific team’s spell card deck. For example, if you were on the Fire Clan team, you would pull the top card from the pile outlined with the blue circle. You can read your spell card, then place it face down on your area of the board. You may only have one spell card in play at a time, so if you come across another dungeon, you must either skip it to keep your current spell card, or if you choose to enter that dungeon, you must put your current spell card back into the pile of spell cards and shuffle that pile. Dungeon spaces are not able to be traveled over, so if you roll a six and need to move three spaces, but a dungeon is the space in front of you, you must stop at that dungeon.

   Traps are represented by red spaces on the board whereas Rejuvenating Fountains are represented by blue spaces on the board. If you happen to land on a red space, you have unfortunately landed on a magical trap. You’ll need to pull the top card off of the trap cards pile, and do whatever that trap card explains. For example, if you grab the Wormhole trap card, you must move your game piece back two spaces and end your turn.
If you happen to land on a blue tile great news! You get to roll one more time, lucky you!

Dueling Rules

   If you find yourself being called out by another team to duel, you cannot decline or “run away” from the duel. A duel is “disconnected” from the rest of the game, meaning it doesn’t progress the traditional round-based loop of the rest of the game.

   To start the battle, both teams will roll both of their dice. The roll will determine how many Power Points each team has. In addition to your roll, you must also take into consideration your spell card and elemental matchups. Spell cards only can be used once per battle, and attack spells can only be used before the roll, while defense cards can only be used after the roll. During a duel, each team has four hit points, otherwise known as lives. The team with the lower Power Points that round loses. The other two teams that are not engaged in battle may not continue the game until the battle is completed. The rest of the game essentially becomes “paused” while a battle is in session.

   The winner of the duel will have their health points regenerated, and the loser of the duel must leave the game until it’s finished.

    In the game of Zauberer, you play as one of the four Wizard Clans that are present in the world. These four Wizard Clans each hold a unique power that has originated from the elements of the Earth. There is the Fire Clan, the Water Clan, the Air Clan, and the Earth clan. And for as long as these clans have been around, they’ve been constantly warring for power and influence over the world. These wars caused massive destruction and terror across the globe, and eventually the clans realized how much damage they were inflicting upon the world. So to limit these destructive wars, the clans settled upon a deal to resolve their conflicts in one large, yet contained and controlled battle. The Ancient Elders, the clan leaders from long ago, built a giant magic Arena dedicated to this battle. This arena was called Zauberer. 

    Once every five years, the clans assemble their strongest fighters into a team, and send them to Zauberer to fight for the right to be the leading clan. The real danger of Zuaberer lies in the center, where all that lies is a massive open battleground. Within Zuaberer, the clans not only have to worry about encounters with enemy clans, but also dangerous dungeons. These dungeons are host to powerful spells and items that are essential for the clans to obtain in order to overcome their opponents. Whichever clan is able to get to this battleground, and become the final clan remaining, wins the battle and is crowned the leading clan.

   Now, even though the creation of Zauberer created a truce between the clans it did not mean they respected one another. After many of these events, groups sprung up in each area vowing to sabotage enemy clans with magical traps banned from use in the outside world. No matter the work done by each current clan leader they remain to this day adding new and improved pitfalls for each team. Due to this complication, those in the teams facing Zauberer know the risk they take in possibly triggering these traps influencing their untimely demise. However, where there is evil there is also good. Recently seperate groups have formed in each clan wanting to counteract the trap’s imbalance. They found a way to sneak rejuvenation fountains into Zauberer, allowing any who drink from its water to continue moving with renewed energy. Although not what The Ancient Elders were aiming for, the event is more important than ever as it keeps the masses entertained and happy, and always brings about new technology. Ironically most of it comes from and toward trap creation but it has been modified for use in everyday life.





    A solar system thought to be lost long ago has finally been rediscovered by the Nolar Council, a conglomerate of species aiming to populate the universe and preserve its numerous creations. This solar system in particular holds special importance as it is home to the first intelligent species to ever exist in the universe. Sadly this species broke contact with all others millennium ago and they blocked all knowledge of their location due to distrust.

    The discovery came after the system’s sun, Plato, began pulsing indicating a rapid growth into a red giant. Naturally an expedition force is sent out to document, preserve, and transport life and resources on all the system’s planets. This is where your crew comes in, traveling on the Uyopa, who realize this is that system believed to have been lost so long ago.
Your crew is made up of four members, all experts in their field.

    Pierre is the Combat Specialist, hailing from the Gruks, the most feared species in the Nolar Council due to their bloody history of conquering worlds. Luckily they are content with being the highest chair of the council although many worry they will attempt to take full control one day. Their many successful battles are thanks to their evolutionary advantages making the species look like a standing Crocodile with thick leather skin and lightning fast reflexes.


    Larlen the Scientist comes from a fully aquatic planet, obvious from the squidlike head encased in a water filled helmet. He also has suction-cup arms that split at the ends into fingers. If you have a question, any of Larlen’s species can answer it, their knowledge is retained from generation to generation in a process the species scientifically injected into their offspring long ago. With their massive minds, all this information is comes in handy, but Larlen himself can become so engrossed in his work that he ignores emergencies.

    Remmy the Doctor is as short as can be, the size of a housecat but looking exactly like a porcupine. Remmy is actually part of the Earth porcupine species which was smuggled to another planet. They thrived there for millennia, evolving along the way till today. Their home planet is infinitely lush with every plant you could imagine being able to heal any ailment in the galaxy. Remmy’s species is actually the ones who started the Nolar Council, being the most diplomatic and friendly on the board after many years giving away medication throughout the solar system.

    Delilah the Engineer is a human hailing from their home planet of Earth, a marvel of technological advancement. Although the newest of the species on the council, humans have made a mark in their ability to exist and thrive in almost any condition. Humans are always the first colonists to new planets lending themselves to be the leaders in the majority of the universe. There is bad blood between the humans and Gruks as before the council both sides fought bloodily, however some welcomed the peace and respected their opponents' ferocity in battle. Delilah herself comes from a long line of engineers able to build terraforming machines for planets. She is also able to tear down any technology and preserve it for future work.

    After some time in the solar system, more primitive species described a planet very close to the pulsing sun that was home to the ancient species. Rumors continued to mount that they held an artifact which could warp time itself, and that they were using it to speed up the Plato's age to make it expand. Larlen has heard of such a device, and knows from scripture that such a thing should be able to slow the star's growth as well. So your crew gears up, and travels to the planet of Originem.

    As your crew approaches, you see this green belt that wraps around the sides of the planet, perpendicular to the star’s light. On one side of the green belt, is a dark landscape that looks terribly cold, while on the other side, there’s a scorching hot dessert that could literally catch you on fire if you went too far towards the center. After landing, your crew finds a small civilization of plant-like people, with vines for appendages and leaves for hair. They call themselves Roots and their city (Greenwood) is laced among trees spanning 20ft in diameter and 100ft tall. After meeting with them, they inform you about the species you came here to meet, letting you know the dangers that come with coming into contact with them. For many millennia, they sat dormant in their temple, letting no one in or out. But once Plato showed signs of going Supernova, they came out and began destroying the Roots’ civilization and the habitat. With Root's lack of technology, they were overwhelmed and had to resort to hiding in the forest among the trees in hopes of staying alive. With you comes a hope of a better future for their civilization. Their town acts as a hub for you to gather intel and move forward.

Planet Overview

    Originem is tidally locked with the sun Plato, which allows it to be hospitable despite being so close to the star. The side facing the Plato is an extremely hot and barren wasteland, rumored to have been the home of the first intelligent species. The side facing away from the sun is an extremely cold and barren wasteland, which hasn’t been explored due to its extremely dangerous environment. In between these two extremes is the Lush Belt, a section of land that forms a ring around the planet and is full of life and vegetation. It’s also home to many different environments, as the environment changes depending on how close you are to the two extreme sides.


    - Combat Specialist
        - Pierre the Combat Specialist excels in combat scenarios. Choose this character if you’re especially interested in partaking in combat.
    - Scientist
        - Larlen the Scientist is an extremely intelligent species, and excels at exploration and puzzle solving. Choose this character if you enjoy being the pioneer of the group.
    - Doctor
        - Remmy the Doctor excels in healing, and is a master at creating healing potions and medicines on the spot. Choose this character if you enjoy being a support character.
    - Engineer
        - Delilah the Engineer is extremely crafty and is exceptionally skilled with technology. Choose this character if you enjoy being a Jack of all Trades.

Player and Enemy Health

        - Combat Specialist  :  80
        - Engineer  :  70
        - Doctor  :  60
        - Scientist  :  50
        - Low Level (Most Root enemies, any insignificant enemy)  :  10
        - Medium Level (Main mission enemies)  :  15
        - High Level (Final enemy in mission)  :  30
        - Miniboss (Usually alone)  :  50
        - Boss  :  80




    Missions will be organized as “scenes” that the GM will be able to expand on into their own story ideas depending on how the game and characters have interacted so far. On any given mission(specialized or general), any number of the crew can participate and there can be up to 4 missions occurring at the same time. During a mission, the player will roll a different die depending on the scene type and their crewman’s attribute. After completing so many scenes relating to the mission, the mission ends and the knowledge point(s) is added.
General Missions: These missions are the overarching missions of the game where the players are trying to preserve and transport life off of Originem, while also battling the ancient species. Not all need to be completed but they help to guide you to the ending temple where the ancient species’s technology can be found. Depending on the time the player’s wish to play, the amount of general mission needed to be completed to reach the final temple is shortened. If the players want to play for 1 hour, close to all 8 will need to be completed (minimum of 15 knowledge points), if they want a 40 minute game, only about 6 will need to be completed and so on. At the very least, the game must be about 25 minutes long (a minimum of 5 knowledge points).

   General missions are made up of an equal amount of scenes types the GM can build off. This makes general missions a framework that all player types can feel included in. A doctor and a combat specialist should feel equally as important.
Specialized Missions: While on these missions, players will encounter more scenes of a specific type that can be completed faster if a player’s class is perfect for that mission or if multiple players do that mission. Specialized missions are made of scenes that best fit the class the specialized mission is designed for. For example, if a special mission is designed for a scientist, it will mostly be made up of exploration scenes with some other scenes interlaced in. There’s also a final mission that must be completed for the crew to win and this is activating the artifact. This mission can be made in any way the GM likes based on the rest of the game’s events but will include an exploration and a combat scene.

Missions Names and Knowledge Point Value
    - General Missions 2 knowledge points
    - Ship Defense 
    - Flora Overload
    - Hostage Rescue (check)
    - Encampment Siege
    - Communication Sabotage
    - Forgotten Library Search
    - Heavily Surrounded
    - Escape Through the Tunnel
    - Specialized Missions 1 knowledge point
    - Chase Retreating Enemies (Combat)
    - Face Opponents Head On (Combat)
    - Blow Through Sides of Building (Combat)
    - Build Up Ship Walls (Engineer)
    - Cut Through Iron Safe (Engineer)
    - Build Mini Satellite (Engineer)
    - Collect Rare Plant Species (Doctor)
    - Protect Flora From Ragin Fauna (Doctor)
    - Aid Civilians Victims of Battle (Doctor)
    - Map Out Ancient Forest (Scientist)
    - Concoct New Truth Serum for Interrogation (Scientist)
    - Solve Ancient Poem Puzzle (Scientist)
    - Final Mission Example Idea
        - If a very offensive team: Storm the ancient castle
        - If very separate team: Destroy each center of operation
        - If very grouped team: Challenge species to ancient group arena battle for the artifact

Timers and Counters
    The game will be set on a timer called the NOVA counter. This counts how close the solar system’s sun is to expanding causing death to all the planets. On the player’s side is the Knowledge counter, showing how much the team has learned about the artifact’s location. Once they have all the required knowledge points, they trigger the final mission. These timers can be adjusted to allow a longer or shorter game depending on the player’s wants. However, there is a low cap of five knowledge points meaning at least three missions must be played.

    - NOVA Counter Length  :  Knowledge Points Needed for Final Mission
        - 30mins  :  5
        - 45mins  :  10

        - 1hr  :  15


Exploration Scene
   This scene should occur regularly during an exploration mission, and should be occasionally used during general missions. The actual event that occurs is up to the GM to decide, but here’s a few examples:
    - Your team has encountered an unmapped forest, shall you explore?
    - Your team has come across a dark and foggy bog, shall you explore?

After an exploration scene has started, this is the general gameplay framework that should follow:
    - Scientist uses D10 dice, Doctor uses D8, every other team member uses D6.
Each exploration scene will have the party roll three times. These three rolls can either be done by one member of the party, or a mix, but only three rolls in total can be done for the scene.

    - ROLL  :  OUTCOME
        - 3 - 8  :  You’ve become very lost, remove one minute from NOVA counter.
        - 9 - 10  :  Complete scene normally.
        - 11 - 15  :  Complete scene normally.
        - 16 - 20  :  Complete scene normally.
        - 21 - 25  :  Shortcut to end of mission.
        - 26 - 30  :  Shortcut to end of mission.


Combat Scene
    This scene should occur regularly during a combat-focused mission, and should be occasionally used during general missions. The GM will play the role of the enemy, and will be responsible for rolling as the enemy. The GM should pick between a D6, D8, or D10 depending on how difficult the fight should be. The GM can also decide which player to target when attacking. Battles are played until either all characters are defeated, or all enemies have been defeated. The actual event that occurs is up to the GM to decide, but here’s an example:
    - Your team has run into a group of hostile Roots, do you wish to run or engage?
    If the team attempts to run away, here’s the dice assignments and chart for a run-away. For a runaway attempt, only one roll can be made by one team member.
    - Scientist uses D10 dice, Engineer uses D8, every other team member uses D6.
    - ROLL  :  OUTCOME
        - 1-6  :  Runaway failed, engage in battle.
        - 7-10  :  Runaway successful, avoid battle.

After a combat scene has started, this is the general gameplay framework that should follow:
    - Combat specialist uses D10 dice, Engineer uses D8, every other team member uses D6.
    - For a combat scene, there are three “phases” that occur during battle.
        - Phase One: The players should have one person in the team roll their dice to determine who will attack first. The GM will roll their dice, and whoever has the highest value will be the attacker first.
        - Phase Two: If you’re on the attacking side (GM controls enemies), then have all party members select an enemy target to attack, and then roll their respective dice to determine attack damage. The defending side (GM controls enemies) should now roll a dice for each player / enemy. If it’s any value above 5, then the attack has been blocked by that specific player / enemy.
        - Phase Three: This is the healing phase, and can only be done if a Doctor is actively in your group. The Doctor can use a D8 dice to attempt to heal any character (including themselves) by 5HP. Below is the dice table for a healing attempt. If the Doctor isn’t present, or no one needs healed, loop back around to Phase Two and repeat until the battle is over.
    - ROLL  :  OUTCOME
        - 1-3  :  Failed healing attempt.
        - 4-8  :  Successful healing attempt.

Puzzle / Engineering Scene
   This scene should occur regularly during a puzzle / engineering mission, and should be occasionally used during general missions. The actual event that occurs is up to the GM to decide, but here’s a few examples:
    - Your team has come across a locked gate in your path.
    - Your team has encountered a locked terminal, attempt to crack it?
After an puzzle scene has started, this is the general gameplay framework that should follow:
    - Engineer uses D10 dice, Scientist uses D8, every other team member uses D6.
    Each puzzle scene will have the party roll three times. These three rolls can either be done by one member of the party, or a mix, but only three rolls in total can be done for the scene.

    - ROLL  :  OUTCOME
        - 1-4  :  Failed Puzzle
        - 5-10  :  Failed Puzzle, Gain +1 to next roll
        - 11-15  :  Failed Puzzle, Gain +1 to next roll
        - 16-20  :  Completed Puzzle
        - 21-24+  :  Completed Puzzle + Bonus

General Scene
    These scenes are largely up to the GM to come up with and determine the outcome of. All players use D8 dice in these scenes. Each general scene will have the party roll three times. These three rolls can either be done by one member of the party, or a mix, but only three rolls in total can be done for the scene. These scenes can be adapted to a variety of situations by the GM. Here is a table that the GM can use to determine dice roll outcomes:

    - ROLL  :  OUTCOME
    - 1-4  :  Bad Outcome
    - 5-10  :  Alright Outcome
    - 11-15  :  Alright Outcome
    - 16-20  :  Alright Outcome
    - 21-24  :  Amazing Outcome


bottom of page