HERO WITH 1000 FACES INTRODUCTION
Conversational game based on the ideas of Joseph Campbell.
In his book “The Hero with a Thousand Faces” Campbell describes a
pathway of steps common to the adventures of all heroes in all cultures:
Stage I: Departure
1. The Hero in the everyday world is called to adventure.
2. The Hero may at first refuse, but he eventually goes.
3. The Hero meets a protector & guide who offers supernatural aid.
4. The Hero encounters the first threshold to a new (magical) world.
5. The Hero may fight a guardian opposing him at the threshold.
6. The Hero plunges fully into the new world.
Stage II: Initiation
7. The Hero follows a road of trials.
8. The Hero may receive aid from companions & unseen forces.
9. The Hero is abducted, or must take a journey by night or sea.
10. The Hero fights a symbolic dragon
11. The Hero may suffer ritual death or dismemberment.
12. The Hero is recognized or reunited with his father (family, fiends).
13. The Hero becomes nearly divine, conquering ignorance & fear.
14. The Hero receives ‘the ultimate boon’ (damsel, elixir of life, etc.).
Stage III: Return
15. The Hero takes a ‘magical flight’ back to his original world.
16. The Hero must readjust to his original life.
17. The Hero becomes master of two worlds (material & inner self).
18. The Hero has conquered the fears that keep him from living fully.
SETUP
Players pick a book or story or movie that all players are familiar with.
Randomly determine player turn order.
Play is divided into rounds.
Within a round, each player gets a turn.
(Each round starts with a different player – rotate clockwise)
Each game has 18 rounds, corresponding to the 18 steps listed in the introduction.
On your turn you must explain how the story relates
(or does not relate) to the particular Step you are on.
Other players judge and reward you for your response (at the end of the round):
* Complete (best) answer – Earn 2 tokens
* Partial answer – Earn 1 token
* Pass or bad answer or nothing else to add – Earn 0 tokens
Note: Only the first player to go in the round can get a 2 token ‘complete answer’ unless
the first player(s) pass or earn zero points.
The player with the most tokens at the end of the game wins.
SUGGESTED TALES
King Arthur, Star Wars, Harry Potter, Lord of the Rings, Greek Myths, etc.
THIRTY YEARS WARFARE INTRODUCTION
Card Game for 2-4+ players.
The Thirty Years War took place in Germany from 1618-1648.
The main adversaries were the Catholics and the Protestants.
Each player takes the role of a Military Contractor of the age.
The goal is to use your skill as a general and an entrepreneur to amass wealth and fame.
DICE & SUNDRY
6 & 10-Sided dice are needed.
Paper & Pens are also needed to keep track of gold, reputation, and traits.
THE DECK
Players share a common deck.
SETUP
Shuffle the Deck.
Each player is dealt 5 cards.
The player with the longest last name goes first.
Leaders start with a reputation score = 0 and 2D6 gold.
VICTORY
When the deck runs out, the player with the most Gold wins.
If two players are tied, the player with the highest Reputation score wins.
LEADER GENERATION
Each player controls a Leader.
Make–up a name, nationality, and history for your Leader.
Roll 3 times on the Leader trait table to see what Traits the leader starts with.
LEADER TRAIT TABLE
1D10 Trait: Notes:
1 Strategy +1 to Campaign Rolls
2 Inheritance Gain 2D6 Gold
3 Estates Add 1 to Revenue rolls
4 Negotiations +1 to Contract Rolls
5 Leadership +1 to Hand Size
6 Recruitment +1 to Recruitment Rolls
7 Discipline +1 to Upkeep Rolls
8 Title Reputation +1
9 Etiquette +1 to Employment Rolls
10 Entrepreneur +1 to Draw Rolls
REPUTATION
Every Leader has a reputation score.
A Leader starts the game with a reputation score = 0.
The score changes through play.
The score may be positive or negative.
The maximum reputation is +3.
The minimum is –3.
TURN SEQUENCE
Players take turns.
Each turn has 7 phases:
Fate Phase
Negotiations Phase
Revenue Phase
Recruit Phase
Campaign Phase
Reputation Phase
Upkeep Phase
FATE PHASE
Draw 1D6 cards. This is the ‘Draw Roll’
If the deck runs out, shuffle the discard pile and draw from it.
If the deck runs out twice the game ends.
NEGOTIATIONS PHASE
Your Leader may try to find gainful employment.
Play an “Employer” card and roll 1D10. This is the ‘Employment Roll’
On a roll of 6-10+ you are hired.
Add your Reputation score to the roll.
If you are just hired roll 2D6. This is the ‘Contract Roll’
Add your Reputation score to the roll.
The result is your ‘Contract Score’
If you were hired previously you must renew your employment.
Roll 1D10. This is the ‘Renewal Roll’
On a roll of 6-10+ you remain employed.
Add your Reputation score to the roll.
If you just renewed your employment, you may renegotiate your contract.
Make a new ‘Contract Roll’
REVENUE PHASE
Gain 1D3-1 free gold from savings, investments, contributions, estate
incomes, financial backers, looting, etc.
This is the ‘Revenue Roll’
Gain Gold equal to your Contract Score.
Some cards will cause you to gain or loose Gold in this Phase.
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