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Also als "Homebrew"-Mechanismus - erst einmal unabhängig von jeglicher Spielwelt - hat das (bis auf das etwas behäbige Tempo) schon etwas Eigenes.1. The player declares what his or her character is attempting to do, and the governing trait is determined.
2. The Gamemaster sets a diffi culty level for the action. Diffi culty levels range from 1 to 9.
3. The Gamemaster randomly draws one domino from the pool and lays it down. This is called the lead.
4. The player randomly draws a number of dominoes equal to the rank of the governing trait of the character. This is referred to as the draw. In the case of group actions, the character with the highest rank, called the trump, determines the draw, and the remaining participants each draw one domino.
5. The player connects his or her dominoes to the Gamemaster’s lead by matching the end of any drawn dominoes to the ends of the lead. In the case of a group action, all the players attempt to connect their draws to the Gamemaster’s. Players are allowed to connect their draws to one another, but at least one of the group’s dominoes must connect to the Gamemaster’s lead. Draws may be connected vertically or horizontally to the lead or to one another. A collection of connected dominoes is called a chain.
6. Every domino that is connected to the lead is called a victory. If the number of victories equals or exceeds the diffi culty level, the action is a success. Otherwise, the action has failed.
Das Zufallssystem ist meines Erachtens wirklich interessant. Aber mit der Settingidee kann ich nicht viel anfangen.
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