Tricube Tales Quickref
A Player Guide
2022-08-25
A Player Guide
2022-08-25
I started a play-by-post game of Tricube Tales by Zadmar. It is very lightweight and has a novel metacurrency, and I’m enjoying it.
I made a little quickref cheatsheet for the core rules, and thought I would post it here.
You should of course read the full rules for a more complete understanding of the game, and also support the artist by purchasing their work.
Choose a trait—agile, brawny, or crafty—and create a concept.
Examples:
Create a perk—a special item, talent, or ability—and a quirk, a flaw or hinderance.
Examples:
Start with 3 karma tokens and 3 resolve tokens. Resolve are like hit points from other games. Karma will be elaborated on below.
GM determines the type of roll—agile, brawny, or crafty—and its difficulty
Roll 2d6 and read your single highest roll. If the type of roll matches your character trait, roll 3d6. If the roll is far outside your character concept and perks, roll 1d6.
Difficulty | Meet or beat |
---|---|
Easy | 4 |
Standard | 5 |
Hard | 6 |
Failure usually means losing resolve, or accepting a condition or a complication.
If you succeed on 2 or more dice, that is a critical success.
If you roll all 1s, that is a critical failure.
Karma is the metacurrency of the game.
After rolling, you can spend 1 karma to invoke your perk—if appropriate—and reduce the difficulty of the challenge by 1.
Before rolling, you can invoke your quirk to regain 1 karma and increase the difficulty of the challenge by 1. If you succeed on this special roll, you can choose to regain 1 resolve instead of regaining 1 karma.
To make things interesting, the GM can offer a player karma at any time in exchange for a complication.
Some tasks cannot be accomplished in a single roll.
In this case the GM will specify a number of effort tokens, each of which must be defeated by a successful roll.
Example: A hoarde of goblins. Their large number is respresented by 3 effort tokens. That is, you must roll 3 successes to defeat them all.
Every 1 - 3 sessions, gain a new perk or quirk. Or convert an affliction or condition into a new quirk.
Every other advancement, you may choose instead to gain 1 max karma or resolve.