AG1030 - Once Upon a Time 3E - Base Set [2012].pdf
(
39450 KB
)
Pobierz
Che atorvtelling Card 0ame
'Rufe5
6ummarv
Once Upon A Time
is th
e
storytelling card game th at
encourages
creativity and
co
ll
aborative play. Players create
a story together using cards
showing
typical e
lements
from
fairytales
-
like Prince, Forest,
or
Fairy.
The
first Storyteller starts to tell a story
using
the ele-
ments
on
her
cards -
her
Prince might
be hunting in
the
Forest,
where
he
meets a mischievous Fairy.
Whenever
she
mentions an
element on one of
her
Story Cards,
the
Storyteller places that card face up
on
the table. Sh e tries to
guide the p
lot
toward the conclusion on her Ending Card,
w
h
ich is differe
nt
than those
of
the
other
p
layers .
But if
sh e ment
ions
something
in her
story
that's on o
ne
of th e
oth er
players' Sto
ry
Cards,
or
if anoth
er
p
layer has
th e rig
h
t
Interrupt
Story
Card
when the Storytell
er
p
lays
a Story Card,
th en that p
layer
can take over as the new Storytell er.
The winner
is
the first player to bring the story to a close
by using her unique Ending Card, after
she's
p
layed
all the
Story
Cards
in her hand. The
object of
the
game,
though,
isn't
just to win,
but
to
have fun
telling a story together!
Deal each
player
an Ending
Card, and Story Cards equal-
ing
eleven
minus the number
of
players
(five
minimum)
.
Draw a Story Card.
The p
layer
who
looks most like it is the
first
Storyteller.
WHEN
You ARE
THE
STORYTELLER
Start to tell a story, or continue
the
story where the
last
Storyteller
left
off.
When
you
mention an
element on
one of your
Story
Cards,
place
that
card on the table.
If
you've
played all your Story
Cards, read out
your
End
ing
Card
to win the
game
.
If
you're
interrupted,
your
turn
as
Storyteller ends.
D
raw
a Sto ry Card.
WHEN
You'RE
NO T
THE
STORYTELLER
Listen to the story,
looking
for
chances to challenge and interrupt:
T
here
are three types of cards: Story Cards,
Inte rru
pt
Story Cards
(a
special kind of Story Card), and End
ing
Cards.
If
the Storytell
er
mentions an
e
le-
ment
on one
of your Story Ca
rds,
you
can
p
lay
it to become the new
Storyteller.
If
the Storytell er
plays
a Story
Card
that matches the
category
of an
Interrupt
Story Card
in
your
hand
(the
colored icons are
the
same), you can
play it
to
become
the
new
Storyteller.
-Orawing
&
.\Ji5carding
Btory Card
~~
Each Story Card il
lustrates
one of the
elements
that might
appear
in
your
story.
They're divided into five categories.
Each
card
is clearly marked with its category name, and with
a
colored icon for that category.
Every time the Storyteller
loses
the
story, she
draws
a Story Card
.
If
she passed
the
story, she
may then
discard a Story Card.
If
a player
interrupts unsuccess-
fully, she
discards
that card
and
draws
two Story Cards.
If the
Storyteller's ending
fails then she
discards
it,
draws
a
new
one, and
draws
a Story Card.
j
C!)aracter
'Ching
-:p!ace
Aspect
€:vent
E:x ampfe5
of Important
element5
STORYTELLER:
"Once
upon
a
time
,
there was a
ev
il
king who
li
ved
in an
indes tructi ble
palace
at the top
of
a
di
sta
nt mountain
."
At this point, the Storyteller
cou
ld
use the Palace card
(or
King,
or
Mountain
)
because
that's an
impor-
tant part of the story she's telling.
STORYTELLER:
"One
day a
hero
went
in search
of
the mountain
.
On
his
way, he
saw
lots
of villages
where
there
were
h
o
rses,
step
mothers,
and
frogs
,
and also
man
y
strange
things
like
g
iants,
wolves, and talk-
ing
g
iraffes. Finally, he
arrived at
the
mountain
."
Th
e
Storyteller
couldn't
play Horse,
Stepmother,
Frog,
Giant,
Wolf,
or
This
Ca
n Talk. Although
these
things
were
me ntioned
,
they're of
no importance to
the story.
CHARACTERS
(YELLOW):
The
people and creatures that the
story
is about
(l
ike
Queen or Wolf).
THINGS
(GREEN):
The important
objects
that
feature
in the
story (like
Sword
or
Spell
).
PLACES (ORANGE)
:
Locations the
characters
will
visit (like
Palace
or
Forest).
ASPECTS
(BLUE):
Descriptions of the
characters,
places, and
things in the
story (like
Happy
or
Disguised).
EVENTS
(PURPLE):
Some
of
the things that can happen in the
story (like
Arguing or Meeting).
Interrupt
Story
Cards
are a
special
type of Story
Card.
You
can use them as
normal
Story
Cards;
they
each
have
a story
eleme
nt,
and
each
one belongs to
one
of the
five categories
(shown
by its icon and
color). But alternatively, you can
use
them to interrupt the Storyteller after
she
plays
a
Story
Card
of
the
same
category. This is
explained
in detail later
on.
Each Ending Card shows
a possible
conclusion for a
fai-
rytale.
Players only
get one of
these
cards
each
,
and must
try
to
guide
the
story so their
own
ending will finish
it in
a
logical
way,
after they've played all
their Story Cards.
examp(e5
of 'Playing
Interrupt
6torv Card5
STORYTELLER
:
"After
digging for
hours
,
he
finally
uncove red
the
hidden
treasure
."
Th
e
Storyteller
pl
ays
Treasure
,
which is an
Interru pt
Story
C
ard,
but she
uses it
as a
normal
Story
Card
.
It has
the green
Thing
cat-
egory
icon.
P
LAYER:
"Interrupt!"
The
player
co
rrectly
plays an
Interrup
t
Story Card with the green
Thing
icon
,
and
so
interrupts.
The
Storyteller who was interrupt-
ed
draws a
Story
Card
,
and
the
interrupting player
con
tinues
as
the
new
Storyteller.
The
player
couldn't
have
played
an
In
terru
pt
Story Card
with the
blue
Aspec t icon
,
though
.
Yes
,
a Story
Card called
Hidde n
exists,
and
it's an
Aspect,
but
the Storyteller
didn
't
actua
ll
y
play that
card
.
Sort
the
cards into two shuffled
decks: an
Ending
Deck
for Ending Cards,
and a
Story
Deck for both Story
Cards
and
Interrupt Story
Cards.
(A
discard pile
will
also
form
during play.)
Deal
each
player
one
Ending
Card,
plus Story
Cards
equal
to
eleven minus
the
number
of
players
(five
Story Cards
minimum
).
Draw a card from the
Story
Deck, then discard it. The
player
who
looks most like
it is the first Storyteller,
and begins
to
tell a story.
She may tell the
story
in
any way she
likes
,
and
isn't limited by the
cards
in her hand. Whe never
she
mentions
something on one of
he r Story
Cards,
though
,
she
may play
that
card,
placing it
face
up
on the
table
(not
in the discard
pi
le
).
A
line
of played Story Cards will form
,
telling
the grow-
ing
story,
as
each
new
card
is placed after the previous
one.
Each
e
lement
must be mentioned in a
separate
sentence,
and
be
of
some
importance to
the story for
its
Story Card to
be
played. You
ca
n't
play a card
w
hen its
element has
o
nly
been
mentioned
in
passing, and it has
to
make
sense in
the
story.
The Storyte ller
can keep speaking
until
someone
inter-
rupts her. It's possible
(although
extremely
difficult)
for one
Storyteller
to
play
all
h
er
cards,
finish
the story,
and
win the
game
before
anyone
manages to interrupt her.
If
the Storyteller wishes
,
she can end
her
turn at any
time
by
saying
"Pass ."
She
must draw o
ne
card from the Story
Deck, then may discard
one
Story Card
from her hand
if
she
li
kes.
The
player on
her left becomes
the
new Storyteller.
There are two ways for the other p
layers
to in terrupt the
Storyte
ll
er by p
laying
a card to take over the story:
INTERRUPT
WITH A STORY
C
ARD:
If
the
Storyt
elle
r me ntions
someth ing
in h
e
r
sto ry
that matc hes a Story Card in another player's hand,
that player
can
play it
to in terrupt .
The Storyteller doesn't
h
ave to use the exact words writ-
te
n
on the other player's Story Card
(or
Interrupt
Story Card,
if used as a Story Card) to be interrupted w
ith
it; as
long
as
they're
just different
ways to say
the
same thing,
it's fine
.
But
a
player
can't
interrupt by anticipating
something
the
Storyteller hasn't
said yet, even if it
makes
sense
in the
story.
INTERRUPT WITH
AN
INTERRUPT STORY CARD:
Whe n the Sto ry telle r plays
a
Story Card,
any p
layer
wh o
has an Interru
pt
Story C
ard with
the
sa me ca tegory
icon/colo r
can
play
it to
interrupt.
The card's
story
e
lement
isn't used w
h
en you play an
In
terrupt Story Card this way.
Interrupt
Story Cards ca
n
on
ly
interrupt the Storyteller after
she
has actually p
layed
a Story
Card
(or
an
Interrupt
Story Card used as a
norma l
Story Card).
T
h
ey
don't
let
a p
layer
interrupt whe
n
the Storytell er o
nly
mentions someth
ing in h
er
story without actually playing its
Story
Card,
though
.
And a player
can't
play
an
Interrupt
Story
Card on another card that
was used
to
interrupt.
When the Storyteller
has been interrupted, her
turn
e
nds
and she
must draw one card from the Story Deck.
She
leaves
her last-played
card on
the table, and
the
player who inter-
rupted her places the interrupting card face up on the table
next to it, then continues the story from where sh e left off.
Everything the new Storyteller
says
must follow sensibly and
consistently from the
story
the
last
Storyteller was telling.
example5
of 'Playing
Story Card5
STORYTELLER:
"And so she
asleep
under the
great oak
tree
that grew in the forest."
At this point,
another
player
with
the
Forest card cou
ld
play
it, interrupt the Storyteller, and
continue
the
story
herse lf.
The interrupting Story Card doesn't
need
words
ide ntical
to what the
Storyteller says, though.
STORYTELLER:
"The
king
fell
in love
with
the woodcutter's daughter
.
"
The Storyteller plays the Falling in
Love
card.
STORYTELLER:
" ...
and
they
were
married. A
year and
a day later
she
gave
birth to a baby boy."
Now
another
player ho
lding
the
Prince
or Child card could
play
it and interrupt. A
baby is a
child,
and the son of a king
is a
prince,
eve
n
though the Storyteller
ha
sn't
used those
exact
words.
However,
a player can't
interrupt
with a Story Card element
that
hasn't
yet
been mentioned at
all
by
the Storytell
er, even
if
she
might
say
it
soon.
STORYTELLER
:
"As
he
tiptoed
through the
cave,
he heard
a
loud,
deep
snoring sound."
Another
player
couldn't
interrupt
with
the Monster
card at
this point,
because the
snoring could be com-
ing
from
a bear,
or a wizard, or even
an underground river that
sounds
like
someone snori
ng.
There are a few occasio
ns
w
h
e
n
oth er p
layers
can
c
h
al-
lenge the Storytell
er,
a
nd
so force
h
er turn to en
d
:
GETTING STUCK: The Storyteller
stops
talking, can't think
of
anything to say, or otherwise falters
in her
story.
A pause
of five
to
ten seconds
is
a fair
indication that
she's stuck.
CONTRADICTING THE STORY:
She says something that
blatantly
disagrees with what went before in the
story.
"Wait
a min-
ute
,
the ki
ng
is dea
d!
He was eaten by the dragon!"
RAMBLING:
She's been talk
ing
for a long t
ime,
but hasn't moved
the story forward.
"So
he wa
ndered
around the forest for a
long,
lo ng
time
,
in
a wandering-around-the-forest kind of
way.
'I'm
wandering arou
nd
the forest
,'
he said."
SILLINESS: She stops making sense
,
or tries to make something
happen that's foo
lish
or too ridiculous
even
for a fairytale
.
"So
th e prince kne
lt
before the sausage the cook had
made and said,
'Sausage,
will you marry me?'"
UNIMPORTANT ELEMENT: She's just listing
elements so she can
play
cards, without
bothering
to tie them
into
the story.
e
xample
of vvinning
STORYTELLER:
"W
h
en
they
cut
down
the
magic
tree,
inside
was
a
ring
etched with
the
queen's
name."
The Storyteller
plays Ring as the
last
Story Card
in her hand
,
then her Ending
Card to win.
STORYTELLER:
"So
They
Returned It To Its
Original
Owner.
The
End!"
Plik z chomika:
Dihercen
Inne pliki z tego folderu:
AG1030 - Once Upon a Time 3E - Base Set [2012].pdf
(39450 KB)
AG1033 - Once Upon a Time 3E - Expansion 02 Seafaring Tales [2013].pdf
(13189 KB)
AG1034 - Once Upon a Time 3E - Expansion 03 Knightly Tales [2014].pdf
(13215 KB)
AG1032 - Once Upon a Time 3E - Expansion 01 Enchanting Tales [2013].pdf
(12721 KB)
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