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It's the '50s, and you were hired along with several other magicians by a mysterious Patron. They will assign you tasks full of action for a greater goal that might eventually be revealed.

  • The system is built on the premise of using 5d6 as a character sheet.
  • Roll all five of your dice first, then decide what actions your character takes.
  • Light on rules, most of the emphasis is on the player options.
  • Between missions, players can engage with Networks, allowing each character to experience side stories of their own. A character obtains a mechanical reward for every Network they complete.
  • Select Aspects such as props that aid you in performing magical tricks, NPC crew members, gear worn by the magicians, and more.
  • Tools for the game master, such as mission planning generators, sample Network storylines, and more.
  • The Final Act, the last task players will receive in a grand finale, lets their characters retire with a bang.
  • Grounded in its historical setting.

Game Information

Number of Players: 3-6
Page Count: 9 (including the GM section)
Language: English
Art: Geo K

I have yet to create a printer-friendly version of the rules, but publishing it quickly was a priority due to other matters I currently must attend to. I will likely work on a printer-friendly version when I update the game. Thank you for understanding.

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Click download now to get access to the following files:

All Tricks Considered.pdf 5.4 MB

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