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TToA Playtest: Vol. I, Chapter 1

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There Will Be Games

Herewith is the first installment of attempt to document a recent playtest session in its entirety. I'm going to try to keep it narrative, but actual cards titles will be indicated by bold type, and notes on mechanics will be appear in brackets throughout. After the last chapter runs, I'll post a rundown of the positive and negative conclusions we drew from the playtest. If you're not familiar with my game, here's its page on BGG .

 

This first chapter is a bit short, but that's the way it played out. I'm going to document each player's trajectory roughly in the order they took their turns, but for the sake of coherence I'll mostly be describing one Adventure at a time, even if the Adventure took place over multiple turns.

Expect a new chapter to be added every 2-3 days. 

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THE PLAYERS

JACK SNAPPER, Salty Sea Captain (Might 3, Speed 2, Wit 1). Jack's special ability is "Bottle o' Rum," which allows him to drink up before a big fight, gaining +1 Might and -1 Wit until the Cliffhanger. He starts with his pet monkey, Mr. Mate (Might 1, Speed 3, Wit 1), and the S.S. Hibernia, a tramp freighter that allows him to take 1 free move by sea every turn.

THE AMAZING URI, Former Magician to the Tsar (Might 1, Speed 3, Wit 2). Uri's special ability is "Puff of Smoke" which allows him to instantly escape from any Challenge. He starts with a Bottomless Trunk, which he can use to store any number of items (Heroes are usually limited to a 2 Items in their inventory).

DOKTOR RADIUM, Brilliant Scientist (Might 1, Speed 1, Wit 4). Herr Doktor's special ability is "Eureka!" which grants him a Heroism point whenever he successfully resolves a Clue card using Wit. He starts with his faithful bodyguard, Gunther (Might 3, Speed 2, Wit 1).

THE ARCH VILLAIN ,whose specific identity is always unknown at the outset of the game.

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CHAPTER 1: THE EYE OF FATE 

We begin with Jack Snapper at the Red Dragon, the worst dive bar in Shanghai [and Jack's Home Base]. Jack has just come into possession of an old map that belonged to his grandpappy [Jack's "Starting Adventure"], which marks the location of a Shipwreck off the coast of New Guinea. Dreams of sunken treasure dancing in his head, Jack loads up the Hibernia with a few crates of Red Dragon rum and sets sail for southern seas.

After several days of sailing the Hibernia finds herself in the Devil's Triangle, which Jack luckily manages to negotiate without mishap. At the edge of that ominous stretch of ocean, within sight of the steaming jungles of New Guinea, Jack dons his diving suit and descends to the ocean floor in search of the wreck.

Grandpappy was right! The ship is mostly intact, and Jack uncovers a stone coffer, half-buried in the sand amongst debris. That night in his cabin, with Mr. Mate peering eagerly over his shoulder, he pries the box open. A huge, many-faceted crystal lies inside, sparkling in the yellow light of the overhead kerosene lamp. Images flicker and fade at the crystal's heart; glimpses of paths not yet taken, portents of the future. Jack has recovered none other than the legendary Eye of Fate.

Thrilled at his great good fortune, Jack heads back to Shanghai, where he buys a round of drinks for his fellow sea dogs at the Red Dragon and regales them with his tale of treasure [Here Jack makes use of "Drinks All Around," a feature of the Red Dragon that allows him to gain bonus Heroism points after completing an Adventure]. 

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Tune in next time for another exciting episode of Thrilling Tales of Adventure!

Read chapter 2 here

There Will Be Games
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