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Arcanagrams

Creation: Bring a book and blank tiles, go to random page and pick two separate words. Repeat 3x per player. Write the letters on the Tile Score
tiles, along with the scrabble scores. GM adds 3 blank tiles per player. Add all except ‘focus pool’ tiles to ‘wild pool’. 0
A 1
‘Focus’ magic: prevent 1 word per player from entering ‘wild pool’ by adding it to ‘focus pool’. These letters can be used at any time by
B 3
the player who chose the word, but the tiles are added to the ‘wild pool’ when used. C 3
‘Wild’ magic: draw 7 tiles from ‘wild pool’ and make words from wild tiles and focus tiles, then return to ‘wild pool’. D 2
E 1
Treasure: Find 1 word per treasure. Replace ‘focus pool’ or add to ‘wild pool’. F 4
G 2
Resting: draw 6 from ‘wild pool’ and form a word. This is your ‘focus pool’. Return unused tiles to the ‘wild pool’. Reduce this number by H 4
1 for each time you rest consecutively without finding treasure. I 1
J 8
Damage: Spell damage is score of word based on tile scores, can be focused on single target or split between multiple per letter K 5
Health: Focus pool is health. When focus pool is gone, 1 damage kills. Refresh focus pool by finding treasure or resting. Resting restores L 1
focus pool but with random tiles. M 3
N 1
Countering/Augmenting: Modify spell by replacing or adding 1 letter to counter or augment spells. Can continue to counter or augment O 1
spells so long as you have tiles. P 3
Q 10
(Optional) Classes: Warrior – add 1 extra tile to ‘focus pool’ from ‘wild pool’ R 1
S 1
Mage – pull 1 extra tile from ‘wild pool’ T 1
Expert – add 1 blank tile to ‘focus pool’ U 1
V 4
Priest – choose 1 permanent thematic word for ‘focus pool’ W 4
which regenerates on a rest. X 8
Y 4
Z 10
GM Rules
Mundane Monsters: Mundane monsters have a ‘focus pool’ word chosen by the GM which they can use without depleting the pool, but cannot draw from
the ‘wild pool’, such as “hit” (score: 6) or “axe” (score: 10). This ‘focus pool’ acts as their health, and they may do as much damage on their turn as their
highest scoring tile, such as 4 for “hit” or 8 for “axe”.

Magical Monsters: magical monsters have a ‘focus pool’ much the same as Player Characters, which depletes as they use it, and they can draw from the
‘wild pool’.

Obstacles: obstacles such as doors, chasms, puzzles, etc. may be circumvented by a spell of equal or higher score/damage as the name of the obstacle,
summed across all players; e.g. a “chasm” (score: 12) is a difficult thing to bypass, but may be crossed by one player using a “fly” (score: 9) spell and another
using a “hop” (score: 8) spell, or by one player using a “jump” (score: 15) spell. The GM may award extra points for creativity, between 1 and 5 at GM fiat;
the GM also determines whether or not a spell would actually solve the problem; e.g. “bridge” (score: 10 + 2 for creativity) might work but there’s no
chance “x-ray” (score: 14) would help, despite being of a high enough score.

Combat Order: every combat participant draws a tile from the ‘wild pool’ or spends 1 from their ‘focus pool’. The tiles’ scores indicate turn order, from
highest to lowest. Should two tiles have equal score, the first alphabetically takes precedence.

GMless Optional Rules


Creating Dungeons: tiles are drawn and placed face up on a grid. Each tile represents a room in the dungeon. The score represents the difficulty of
monsters or obstacles in the room. Letters before N are obstacles, letters after M are monsters.

Monsters: Tiles with a score of 4 or greater have magical monsters, otherwise only mundane monsters. Upon entering each room, draw a number of tiles
equal to the score of the dungeon tile. For mundane monsters, the number of tiles is the number of monsters and the highest scoring tile is the damage
they can do each turn. For magical monsters, a 4-scoring room has 1 monster, an 8-scoring room has 2 and a 10-scoring room has 3; the tiles drawn act as
their ‘focus pool’. 1 player may take it upon themselves to run each magical monster.

Obstacles: Tile score determines obstacle difficulty, and therefore score which must be achieved to overcome the obstacle.

Finding treasure: all dungeon rooms with magical monsters contain treasure. 5-scoring rooms have 1 piece of treasure; 8-scoring rooms have 2; 10-scoring
rooms have 3. The treasure words are found in the original books brought by the players.

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