TheHunted TheGuide ReferenceSheet

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The Guide Spin A Story

• Characters choose a story from their playbook and tell it


Action Rolls
• Player narrates what they’re doing
As the Guide it is your job to facilitate the narrative and
• The Guide adds a point to the myth pool, plus an additional myth • Player chooses an action rating to use
adjudicate outcomes. This reference sheet is designed to
point for each mark against the story told (if the story has been • Build the dice pool - 1d6 and +1d for each action
help you remember the structure of the game and the
told more than one) pip filled
main rules, and point you to the relevant sections of the
book for more information. • Guide can spend myth points to make Hunter moves. • Bonus dice for pushing themselves (+1d, +2
Hunter Moves fear) or spinning a story (+1d, +1 myth point)
Act 1 When you spend a myth point, use one of these moves (details on page 32): • Roll the dice!

• Introduce safety tools (page 4) • Separate them Roll Outcomes


Myth Points • Take the highest die result
• Choose playbooks and make characters (page 6) • Lead them astray
• On a 6 the character does what they want
• Work through setup (page 8) • Reveal tracks and signs
• On a 5, they hesitate. Come up with a new
• Spend a myth point and make a Hunter Move • Change things off-screen
approach or take a minor consequence: harm,
• Ask, “What do you do?” and move to Act 2 • Display its full might or a minor complication
Act 2 • Appear suddenly • On a 4, they do it with a consequence. Suffer
• Seize someone or something harm and a minor complication occurs.
• Put the characters in danger
• Destroy something • On a 1-3 it goes wrong. They suffer harm, a
• Play to find out what happens
• Return home complication occurs, and the Hunter makes a
• Ask, “What do you do?” move.
• Make a direct attack
• Move to Act 3 when they overcome an obstacle Complications and Harm - Page 16
• Defy the laws of nature Start with 1 point for each
Act 3
• Come back from the dead character
• Choose a plot twist (page 11)
• Characters advance
• Race to the finale Two Obstacles & Notes

Attributes & Actions


Nerve
Flee - Still - Hold
Wits
Scout - Study - Track
Luck
Scavenge - Risk Scrap

The Hunted

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