Welcome to a pbp of Tragedy Looper! A board game about travelling back in time to stop a nefarious Mastermind from unleashing terrible events upon the innocent (well, sometimes innocent)!
We'll be playing the intro scenario
First Script, so, if you happen to own the game, don't read the Mastermind Handbook! Most players of the game are pretty good about spoilers, but still, try to avoid going looking for them.
You can read the full rulebook here:
http://zmangames.com/rulebooks/Tragedy_Looper_Rulebook.pdf
You can also download the nicely formated player aid right here:
http://boardgamegeek.com/filepage/109043/tragedy-looper-first-steps-player-aid
You are going to want to have that downloaded or bookmarked, as the information on it is how you are going to figure out what is going on.
Looking for
3 players, and if this is succesful, we can move on to a more difficult scenario.
Goodwill = :heartbeat:
Paranoia = :hydra:
Intrigue = :evil:
Play will be done by posting your card play in
Bold after the Mastermind Cards have been played "facedown". Once an action has been bolded, it cannot be undone unless it is an illegal move.
Table Talk is
Open for this Script, so feel free to fully discuss all of your moves, but all talk must happen inside the thread.
Signup in a post below via
!signup.
Current Players:
1. Jam Warrior
2. Hedgethorn
3. Capfalcon
Reserves:
--
Character Summaries
Doctor
Paranoia Limit: 2
(Adult/Man)
:heartbeat::heartbeat: - Remove or add 1 Paranoia (:hydra:) to any other character in this Location. If the Doctor's role has Goodwill refusal, the Mastermind may use this ability as his own.
:heartbeat::heartbeat::heartbeat:- The Patient may go outside the hospital for the rest of the loop.
Shrine Maiden
Paranoia Limit: 2
(Student/Girl)
The Shrine Maiden may not visit the City
:heartbeat::heartbeat::heartbeat: - If in the Shrine: Remove 1 Intrigue (:evil) from the Shrine.
:heartbeat::heartbeat::heartbeat::heartbeat::heartbeat: - Reveal the role of any character in this location.
Girl Student
Paranoia Limit: 3
(Student/Girl)
:heartbeat::heartbeat: - Remove 1 Paranoia (:hydra:) from any other student in this location.
Boy Student
Paranoia Limit: 2
(Student/Boy)
:heartbeat::heartbeat: - Remove 1 Paranoia (:hydra:) from any other student in this location
Police Officer
Paranoia Limit: 3
(Adult/Man)
:heartbeat::heartbeat::heartbeat::heartbeat: - Reveal the culprit behind any incident that has occurred in this loop.
:heartbeat::heartbeat::heartbeat::heartbeat::heartbeat: - When death in this location happens: Prevent it.
Office Worker
Paranoia Limit: 2
(Adult/Man)
The Office Worker may not visit the School
:heartbeat::heartbeat::heartbeat: - Reveal this character's role.
Turn Summary
1. Day Start - Morning
Day start effects happen here.
2. Mastermind action
Plays 3 cards face down on characters/locations. Not more than one on the same character/location.
3. Protagonists actions
Play one card each face down on characters/locations. Not able to play a card on the same character/location as another Protagonist.
4. Cards are resolved
Reveal all cards and resolve them. After, return all cards to their respective owners, exccept Once Per Loop cards that are put to the side for the remainder of the loop.
5. Mastermind abilities
Uses whatever abilities are applicable.
6. Leader uses Goodwill abilities
Leader declares which abilities he uses, and any targets. Mastermind resolves the effects--may refuse to resolve the effects if the character using the ability has Goodwill Refusal.
7. Incidents Happen
If there is an Incident for this day, announce if it happens or not, and then the resolution. Requires the Culprit to be alive and have enough Paranoia to happen, and a valid target and secondary conditions to be successful.
8. Switch Leader
Next player becomes leader.
9. Day End - Night
Day end effects happen here.
If this was not the last day, repeat from Step One.
If this was the last day, End the Loop.
Card List
This is a list of the action cards that the Protagonists and the Mastermind use, together with some details on exactly how the cards work. Use this if some effects conflict and/or you don’t know in what order to resolve things. “Together” here means “played on the same location or character”.
PROTAGONIST CARDS
Paranoia +1
Place 1 Paranoia counter on this character. If together with a Forbid Paranoia, the Forbid takes precedence and nothing happens. If together with a Paranoia –1, the +1 goes first.
Placed on a location, nothing happens.
Paranoia –1 only once per loop
Remove 1 Paranoia counter from this character. If together with a Forbid Paranoia, the Forbid takes precedence and nothing happens. If together with a Paranoia +1, the +1 goes first. Placed on a location, nothing happens.
Goodwill +1
Place 1 Goodwill counter on this character. If together with a Forbid Goodwill, the Forbid takes precedence and nothing happens. Placed on a location, nothing happens.
Goodwill +2 only once per loop
Place 2 Goodwill counters on this character. If together with a Forbid Goodwill, the Forbid takes precedence and nothing happens. Placed on a location, nothing happens.
Forbid Intrigue
If on the same spot as an Intrigue +1 or +2 , this takes precedence and nothing happens. However, if 2 or more players have played Forbid Intrigue on the same day (no matter where on the playing field), they nullify each other.
Movement - Vertical
This character moves either up or down. If together with another vertical movement, it’s still a vertical movement (they do not nullify each other). If together with a horizontal movement, they combine to form a diagonal movement. If together with a diagonal movement, they combine to form a horizontal movement. If placed on a location, nothing happens.
Movement - Horizontal
This character moves either left or right. If together with another horizontal movement, it’s still a horizontal movement (they do not nullify each other). If together with a vertical movement, they combine to form a diagonal movement. If together with a diagonal movement, they combine to form a vertical movement. If placed on a location, nothing happens.
Forbid Movement only once per loop
If together with a Movement card, the Forbid takes precedence and nothing happens.
MASTERMIND CARDS
2x Paranoia +1
Place 1 Paranoia counter on this character. If together with a Paranoia –1, the +1 goes first.
If placed on a location, nothing happens. The Mastermind has 2 of these.
Paranoia –1
Remove 1 Paranoia counter from this character. If together with a Paranoia +1, the +1 goes first. If placed on a location, nothing happens.
Forbid Paranoia
If together with a Paranoia +1 or Paranoia –1, the Forbid takes precedence and nothing happens.
If placed on a location, nothing happens.
Forbid Goodwill
If together with a Goodwill +1 or Goodwill +2, the Forbid takes precedence and nothing happens. If placed on a location, nothing happens.
Intrigue +1
Place 1 Intrigue counter on this character or location. If together with a Forbid Intrigue card, and only one Forbid Intrigue card is played this day, the Forbid takes precedence and nothing happens.
Intrigue +2 only once per loop
Place 2 Intrigue counters on this character or location. If together with a Forbid Intrigue card, and only one Forbid Intrigue card is played this day, the Forbid takes precedence and nothing happens.
Movement - Vertical
This character moves either up or down. If together with Forbid Movement, the Forbid takes
precedence and nothing happens. If together with another vertical movement, it’s still a vertical movement (they do not nullify each other). If together with a horizontal movement, they combine to form a diagonal movement. If placed on a location, nothing happens.
Movement - Horizontal
This character moves either left or right. If together with Forbid Movement, the Forbid takes
precedence and nothing happens. If together with another horizontal movement, it’s still a horizontal movement (they do not nullify each other). If together with a vertical movement, they combine to form a diagonal movement. If placed on a location, nothing happens.
Movement - Diagonal only once per loop
This character moves diagonally. If together with Forbid Movement, the Forbid takes precedence and nothing happens. If together with a horizontal movement, they combine to form a vertical movement. If together with a vertical movement, they combine to form a horizontal movement. If placed on a location, nothing happens.
Posts
By the way... what kind of level of table talk are you going to set for the opening group of players?
Oh, thanks for reminding me! I meant to add that to the op--It'll be totally open Table Talk for now. If it goes well enough and I start running games using the Basic Scripts, I'll start limiting it.
If I run another game after this with a Script you haven't spoiled yourself on, I'll be sure to @ you!
What are the table talk limitations going to be? The rulebook says to decide them before you begin.
Already answered. Hurrah for open talk. Including being able to discuss the cards we'll play?
I added it to the OP while you were reading! Table Talk is open. You guys are free to discuss everything for this Script. Just nothing outside the thread.
Time Travel!
Can I play a anthropomorphic frog?
Twitch Stream
Only if you stop Lavos from awakening.
THE FIRST SCRIPT
Script Set: First Steps
# of Loops: 3
# of Days per Loop: 4
INCIDENTS
Day 2 - Murder
Day 3 - Suicide
Initiating Loop One...
Day One...
Lights pulse and flash around you as the world spins. You hear laughter, and sobbing, and warmth, and screams. You can't make sense of anything as the convoluted dreamscape writhes around you. Where are you? What's going on?
Murder. You feel the word like a knife.
Suicide. Your cheeks feel wet with tears.
Then put your little hand in mine
There ain't no hill or mountain we can't climb...
You wake up, a song on the radio pulling you from your nightmare and into the bright, shinning morning sun.
THE BOARD
CHARACTER STATUSES
Doctor -- (Mastermind Card)
Shrine Maiden --
Police Officer --
Office Worker -- (Mastermind Card)
Boy Student --
Girl Student -- (Mastermind Card)
@Jam Warrior is the Leader for Day 1.
Also seeing as we're being entirely open here we might as well just post our card choices here in the thread right?
Once per Loop per Protagonist. So you could each play your +2 Goodwill card during the same Loop.
Twitch Stream
CARDS REVEALED
THE BOARD
CHARACTER STATUSES
Doctor -- (+1 Paranoia)
Shrine Maiden -- (+1 Goodwill)
Police Officer -- (+1 :Goodwill)
Office Worker -- (+1 Paranoia) (+1 :Goodwill)
Boy Student --
Girl Student -- (Move Vertical)
CARD RESOLUTION
THE BOARD
CHARACTER STATUSES
Doctor -- :hydra:/2
Shrine Maiden -- :heartbeat:
Police Officer -- :heartbeat:
Office Worker -- :hydra:/2 , :heartbeat:
Boy Student --
Girl Student --
MASTERMIND ABILITIES
None used.
LEADER ABILITIES
None able to be used.
NIGHT APPROACHES
Girl Student is Dead.
Loop Ends.
Enter Time Spiral.
Shrine Maiden is Serial Killer.
Girl Student is Key Person.
Can you see any other options?
Ooh, If I'm understanding things that means we also now know we're on Shadow of the Ripper subplot and either Murder Plan or A Place to Protect plot.
I don't know what you're talking about. >.>
@Jam Warrior @Hedgethorn @Capfalcon
THE FIRST SCRIPT
Script Set: First Steps
# of Loops: 3
# of Days per Loop: 4
INCIDENTS
Day 2 - Murder
Day 3 - Suicide
Initiating Loop Two...
Day One...
Lights pulse and flash around you as the world spins. You hear laughter, and sobbing, and warmth, and sýcreams. The scream sticks with you, belonging to a young girl. You see her bloody hand reaching out out of the darkness and then...
Then put your little hand in mine
There ain't no hill or mountain we can't climb
...you wake up, a song on the radio pulling you from your nightmare and into the bright, shinning morning sun.
THE BOARD
CHARACTER STATUSES
Doctor -- (Mastermind Card)
Shrine Maiden --
Police Officer --
Office Worker -- (Mastermind Card)
Boy Student --
Girl Student -- (Mastermind Card)
@Hedgethorn " is the Leader for Loop 2, Day 1.
Hope you don't mind me putting it in now. Not wanting to Quarterback but also not wanting to let my UK timezone hold things up!
There's a chance he might be sticking some suicidal paranoia on her instead but we can tackle that when it appears as the only other ways I can see us guaranteeing safety from the Serial Killer risk potentially sacrificing someone else.
Goodwill +2 on Boy Student.
The Boy Student can protect us from losing to the murder culprit gaining sufficient paranoia in the school. We also need to beware the Killer getting two Intrigue in the school (via a card and the Brain's ability).
@Capfalcon may want to put a Forbid Intrigue in the school.
I think our only loss conditions are:
Death of Key Person.
And then either 2 intrigue on School or 4 intrigue on Killer depending on our main plot.
Those second two seem fairly manageable. I reckon it's going to be keeping the Key Person alive that's the challenge.
I reckon we can save forbidding intrigue on the school for when we see a card on it (though beware the Cultist!) but it's Caps call. We do have three uses of the card and only four days.
!Play Forbid Intrigue School
Twitch Stream
+2 goodwill on office worker.
Twitch Stream
CARDS REVEALED
THE BOARD
CHARACTER STATUSES
Doctor -- (Move Vertical)
Shrine Maiden --
Police Officer --
Office Worker -- (+2 Intrigue) (+2 :Goodwill)
Boy Student -- (+2 Goodwill)
Girl Student -- (+1 Intrigue)(Forbid Movement)
CARD RESOLUTION
THE BOARD
CHARACTER STATUSES
Doctor --
Shrine Maiden --
Police Officer --
Office Worker -- :evil::evil: , :heartbeat::heartbeat:
Boy Student -- :heartbeat::heartbeat: -> Can remove 1 Paranoia (:hydra:) from one character at his location.
Girl Student -- :evil:
MASTERMIND ABILITIES
The Officeworker gains 1 Intrigue.
LEADER ABILITIES
None able to be used.
CHARACTER STATUSES
Doctor --
Shrine Maiden --
Police Officer --
Office Worker -- :evil::evil::evil: , :heartbeat::heartbeat:
Boy Student -- :heartbeat::heartbeat: -> Can remove 1 Paranoia (:hydra:) from one character at his location.
Girl Student -- :evil:
NIGHT APPROACHES
The night passes peacefully.
Script Set: First Steps
# of Loops: 3
# of Days per Loop: 4
INCIDENTS
Day 2 - Murder
Day 3 - Suicide
Initiating Loop Two...
Day Two...
The sun rises and you wake feeling hopeful, as there's a new song playing on the radio. Thus far, you've managed to avert the tragedy. But you know the worst is still to come.
THE BOARD
CHARACTER STATUSES
Doctor -- (Mastermind Card)
Shrine Maiden --
Police Officer --
Office Worker -- :evil::evil::evil: , :heartbeat::heartbeat: (Mastermind Card)
Boy Student -- :heartbeat::heartbeat: -> Can remove 1 Paranoia (:hydra:) from one character at his location.
Girl Student -- :evil: (Mastermind Card)
Plot: Murder Plan
Subplot: Shadow of the Ripper
Key Person: Girl Student
Killer: ??? (perhaps the Office Worker, given that InkSplat is raising his Intrigue so high -- 4 intrigue is a loss condition)
Brain: Police Officer or Doctor or Office Worker
Conspiracy Theorist: ???
Serial Killer: Shrine Maiden
Murder Culprit: ???
Suicide Culprit: ???
So if we leave the girl where she is I can't see a way he can get two Paranoia on anyone at the school in one turn.
I propose Shrine Maiden to Move Vertical as I think the school will soon be crowded which will neuter her threat.
Then maybe intrigue/movement management on office worker and maybe some preemptive paranoia management on our key girl?