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A Simple Life - v1.3.3 - Rulebook
A Simple Life - v1.3.3 - Rulebook
A Simple Life - v1.3.3 - Rulebook
You just moved to the province to live a simple life. You promised yourself you’ll get things done in 10 days. Plant crops,
make friends, mine the mountains, populate your pond, and donate to the museum to achieve your goals.
A Simple Life is a 1 to 2-player roll & write game inspired by relaxing pixel art farming video games. Your objective is to
complete your goal(s) at the end of the game and get a high score.
Game Summary
Specifications Required Components
The game is played in 10 rounds. For
each round, you will roll 5 dice. Use 🕹️ 👤 👥 : or
📄
🕒
Player count 1 Game Sheet (A4 preferably)
these dice on Locations to perform the
location’s action. When you run out of
dice, the round ends and a new round is
⚙️
:
Playing time
15-20~ min
🎲 👥
5 six-sided dice
(6 if playing )
✏️
started. If you have completed your :
🎨
Clint Ghosn
goal(s) at the end of the game, you win
Game Design
Key Terms
When you see these icons and terms, you may refer to this section for their definition.
: Draw a check on the checkbox ( ) or space specified or Artifact: The 4 icons in the Museum. Gained in
by the game. Mines and Lake. (pg.5, pg.6, pg.8)
: Draw a circle around the space or icon specified by or Fish: The 8 icons in the Pond. Gained in Lake.
the game. (pg.5, pg.8)
: Draw a cross or X on the space or icon specified by Tool: Changes your actions in a Location related to it
the game. when upgraded in Blacksmith. (pg.7, pg.8)
Gain (something): its icon in your Inventory. Location: The 6 spaces on the sheet such as the
Lose (something): its icon with a in your Inventory. Museum, Mines, Lake, Pond and Blacksmith
:: Means “Lose this” (to) “Gain this”. example: : mentioned above. (See Locations section for more)
(lose a to gain a ) Resources: /Carrot, /Flower, /Stone, /Coin.
or Die/Dice: A die with six sides. Each side (die face) (pg.5, pg.6, pg.7)
should have a value of 1 to 6.
- Point. Each is worth 1 point at the end of the
game. (pg.4, pg.9)
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Anatomy of the Game
2
How to Play
Preparation
Before you begin a game of A Simple Life, make sure you do the following:
1. Print the game sheet on a piece of paper (A4 recommended size)
2. Get 5 dice and place them in the Used Dice area.
3. Determine your goal for the game.
4. You start with 1 Carrot, 1 Flower, and 1 Coin. These icons are already
marked on your sheet. No actions are needed.
To determine your Goal, follow these steps:
1. Roll one die.
2. Compare the rolled die’s value to the Goal list. A value of 1 means your
goal is the first goal in the list, "Harvest all carrots and flowers," and so
on.
3. Once you have determined your goal, that goal’s outline. Consult
the Goals section for each goal’s full description.
You may add more than one goal to make the game more challenging. To do so, repeat the
process from Step 1 as many times as your preferred difficulty.
Once you have everything prepared, you may begin the game. The game is played in 10 rounds; each
round is called a Day. A Day is divided into 3 phases; Start of Day, Day, and End of Day.
Start of Day
At the start of each Day, that day’s space on the Calendar; 1st round is Day 1, 2nd
round is Day 2, and so on.
Then perform the following in order:
1. Pick up all the dice in the Used Dice area and;
2. Roll and Place them in the Available Dice area.
Day
In the Day phase, you will perform actions that will move you closer to your goal. To
perform an action you must use your available dice to activate a Location and perform its associated
action. Each Location has its own cost of dice to be activated.
To activate a Location:
1. Choose a Location you want to activate and determine how many dice
you need to use by looking at its cost.
2. Pick dice from your Available Dice equal to the cost shown.
3. Place your chosen dice in the Used Dice area, unless stated otherwise by
the Location (See Town in Locations).
4. Immediately perform the Location’s associated action(s).
See Locations for a complete explanation of each Location’s actions, cost, and special rules.
Completing a Goal:
Whenever you fulfill your goal’s requirement, you immediately complete that
goal and the of that goal in the Goal List. The game does not end
when you complete all of your goals, continue playing until the end of Day 10.
You can still score more points.
Important Notes
● You have to finish your action(s) in one Location before using another Location
● You do not have to use all of the dice in the Available Dice area.
● You may use a Location more than once in a Day.
● The dice you use are placed in the Used Dice area after use.
End of Day
When you have no more dice in the Available Dice area, or when you decide to pass, the Day is over. If
you pass and there are dice in your Available Dice, they are placed in the Used Dice.
If it is the 10th day, the game ends, see Winning and Scoring. Otherwise, start a new day.
3
Rerolling
Score for each icon in your Score from Museum and Pond.
Inventory that has a and without . Score based on the number
Icon Points Museum of with in the Museum; Gain
3/8/15/25 if you collected a total of
5 1/2/3/4
with and
2
no
with -2
Record your score and try to beat it the next time you play.
You may choose to play with the same goals to see how well you will perform
compared to your previous games that have the same goal or play sandbox to
see how many goals you can complete in 10 days. See Game Modes and
Plugins for different ways of playing the game, and the Score Chart to see how
well you did.
4
Locations
FARM
This Location is the main source of and
resources.
Cost: 1 | Related Tool: (Watering Can)
Action: Perform the following in order;
1. Choose a column with a die value equal
to the value of the die you used.
a. For example: you may choose the first
column if the dice value is 1.
2. Add a to that column's bottom-most empty checkbox ( ).
Harvest: When you the with a or a , you will immediately Gain it.
Special Rule: 6
When choosing a column, you may choose any column if you use a die with a
value of 6 on the Farm.
LAKE
This is where you can catch a Fish. Fishes are tracked in the Pond and are
worth points at the end of the game.
Cost: 1 | Related Tool: (Fishing Rod)
Action: The value of the you used determines which column you can
pick a Target. (1 or 2: 1st column, 3 or 4: 2nd column, 5 or 6: 3rd column)
After determining the column, perform the following in order;
1. Choose any cell in that column without or . Then, place the
you used on that cell to mark that this is your Target.
2. Pick up and reroll the you used to activate this Location. If you
roll greater than or equal to the value in the first column of the
target’s row, it’s a catch! Otherwise, it’s a fail.
Catch: the Target and Gain the icons in it.
Fail: If the Target already has a , it. Otherwise, the Target.
(This means you have a maximum of 2 attempts per target, so use wisely to reroll)
Example:
5
MINES
The Mines is a dangerous place but also the most fruitful Location.
You can get carrots, stones, flowers, artifacts, diamonds, and coins
while exploring it. However, monsters also lurk in the area.
Cost: 2 | Related Tools: (Pickaxe), (Sword)
Action: Perform the following in order;
⬇️ ➡️
1. Reroll the 2 you used to activate this Location.
2. Choose one die as column and the other die as row .
Place these dice on their respective die spaces in the Mines
table (the dice icon showing 1 to 6).
3. Find the cell where the row and column meet. If the cell
already has a , do nothing. Otherwise, the cell. Gain all
icons in the cell, except for (see Fighting Monsters).
Example:
TOWN
This Location has different sublocations within it. While performing this Location’s action
you may perform any sublocation’s action in any order as many times as you can.
Cost: 1 | Related Tool: None.
Action: The value of the die you used to activate this location is the number of actions
you can perform in this Location. Different actions have their own costs.
When you perform an action in this Location, reduce the action die’s value by
that action’s cost. For example: If the Action die’s value is 5, and you
performed one action that costs 1, you must deduct 1 from the die. To do so,
rotate it to show the value of 4.
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Sublocations in Town:
Town Square
Make friends with the villagers. All villagers accept flowers as gifts.
Action Cost: 1 per Give
Action: To Give, perform the following in order;
1. Choose a villager.
2. Give them a gift. To do so, Lose a number of required .
3. Add a to their leftmost empty .
Shop
Buy and sell resources. This is where is mainly used aside from scoring.
Action Cost: 1 per Buy or Sell (For example, if you buy 1 and 1 , 2 actions
are used)
Action: Choose if you want to sell or buy something.
1. Buy: Lose 1 to Gain either 1 ,1 or 1 .
2. Sell: Lose 1 ,2 ,2 to Gain 1 .
Example:
Blacksmith
Upgrade your tools. The effects of each Tool are passive and change its related
Location’s action in a positive way. For example, Watering Can improve the action
on the Farm by increasing the number of checkmarks you can add to a column.
Action Cost: 1 per Upgrade
Action: To Upgrade, perform the following in order;
1. Choose a Tool you want to upgrade.
2. Lose 2 .
3. Add a to the chosen tool’s .
You must first the before you can the .
From now on, when you perform the action in a Location related to the Tool, that Tool’s rightmost effect
with a will take effect. See Tools Table for more details on each Tool’s upgraded effects.
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Tools Table
Related
Tool (Level 1) (Level 2)
Location
You may add 1 more to the chosen You may add 2 more to the chosen
Farm
watering can column. column.
You may add or subtract 1 to the value of one You may add or subtract 1 to the value of two
Mines
pickaxe of the you rolled. of the you rolled.
Lake Add 1 to the value of the after rerolling it. Add 2 to the value of the after rerolling it.
fishing rod
Mines When fighting a , you hit on 4 or more. When fighting a , you hit on 3 or more.
sword
Museum
This location tracks all the artifacts you’ve collected.
Gaining: Whenever you Gain a , you its in the Museum.
Scoring: At the end of the game, Gain based on the number of with . i.e:
Gain 3/8/15/25 points for 1/2/3/4 artifacts collected.
Pond
This location tracks all the fish you’ve successfully caught.
Gaining: Whenever you Gain a , you its in the Pond.
Scoring: At the end of the game, you Gain the sum of the value of all
with . e.g: if you have the Crab (2) and Legendary Fish (10). Gain 12 points
Goals
8
Score Chart
Compare your score to this chart to see how well you did
< 39
You’re new to the town and still settling in. You’re thinking maybe going
back to city life is not a bad idea.
👎
40 - 79
You’re enjoying the simple life - away from the city. A breath of fresh air fills
your lungs.
👍
80 - 119
You’ve mastered the ways of living a simple life. You’ve done so much in 10
days, you wonder what you could achieve in a year. Maybe one day you’ll
⭐
be the Mayor of this town.
120+
You’re popular amongst the villagers, your crops are high quality and your
collection of fish and artifacts grows. You were born to do this - this is your
⭐⭐
⭐
calling. Leaving city life behind is the best decision of your life.
The following rules have two types; Plugins and Game Modes. Plugins can be combined with any
other plugins and game modes, while Game Modes can never be mixed with other game modes. For
example, you can play Standard game mode with a 2-Player Cooperative plugin but you cannot play
Standard game mode with the Sandbox game mode rules.
Extended (Plugin)
Allows you to play for up to 20 Days instead of the normal 10 with a few adjustments.
Rules are the same as Standard game mode except for the following changes:
Start of Day: the day on the Calendar instead of . At the end of Day 10, proceed to Day 11 by
crossing ( ) Day 1, and so on.
End of Day: Starting from Day 11 you may decide to end the game right after the End of Day.
Scoring: Lose 2 for each Day in the Calendar with .
- Relaxed (Optional): Ignore the loss of for Days with , ie: Do not lose during Scoring.
9
Sandbox (Game Mode)
Play without a determined goal and see how high you can score in 10 days.
Rules are the same as Standard game mode except for the following changes:
Preparation: Skip step #3: Determine Your Goal
Winning & Scoring:
- You do not lose if you have not completed any goal
- After counting your final score, add 5 for each Goal that you have completed.
- If playing with Extended Mode: Lose an additional 1 for each day beyond Day 6 that
has a . Also, lose an additional 2 if Day 10 has a .
✉️clintghosn@gmail.com
10
Quick Reference
Start of Day
Rerolling
● Cross the current Day in the Calendar.
Anytime in the game you may
● Pick up all dice in Used Dice area, and roll them.
Day Lose 1 to reroll any number
● Choose a location you want to activate.
of rolled dice once.
● Pay the location’s dice cost.
● Perform the location’s action.
This includes dice in the
End of Day Available Dice area and you
● Any remaining dice in Available Dice area is placed in the Used Dice area.
may do this as many times as
● If it is the 10th day, the game ends. Otherwise, start a new day. you have a to lose.
Watering Can: Once upgraded, you can now add one more to your chosen column, and if it is
fully upgraded, one more for a total of 3 in one action.
Fishing Rod: Once upgraded, your rolled value in the Lake will be increased by 1, and if it is fully
upgraded, it is increased by 2 instead.
Pickaxe: Once upgraded, you may add 1 or subtract 1 to the value of one of the two you roll. If
fully upgraded, you may do this to both instead of just one.
Sword: Once upgraded, you defeat a on a roll of 4 or more instead of 5. If fully upgraded, you
defeat it on a roll of 3 or more instead.
Pond & ● Keeps track of the fish and artifacts you’ve collected during the game.
Museum ● When you catch a fish, the of the fish in the Pond.
pg.9 ● When you collect an artifact, the of the artifact in the Museum.
● Provides points at the end of the game.
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