Threeforged Challenge #15109 

Hound/ed
  
Overview

 Hound/ed is a horror story game for two players. In it, one player plays a terrifying entity (the Hound) which is pursuing a person played by the second player (the Hounded). Part of the game is establishing the nature of the Hound and its reason for pursuing the Hounded.

I wanted a two-player game suited for bringing inexperienced players into RPGs. Having explicit instructions on the cards minimizes learning time.
Preparation
 There are two separate small decks of cards, one for the Hound and one for the Hounded. Each player shuffles their deck into a draw pile, and draws the top 3? cards into their hand.

Also, a sheet is placed between the players (from now on called the “central sheet”) for writing down certain stats regarding the game and the player characters. 

Start Of Play
First, players should agree who is to play the Hound and who the Hounded. If they can’t agree, the taller player should be the Hound. The Hounded then states a fear which will be the central theme of the game and writes it down on the central sheet. This fear may be fear for an external source (e.g. spiders or fire) or an internalized fear (e.g. fear for madness or solitude). He or she then thinks of one special power which exploits or enhances this fear and writes it down on the central sheet with on the side of the Hound. The Hound then writes down a weakness for his character (which may be centered around the central theme, but doesn't have to be). Again, this weakness may be internal (e.g. weak as hell, dumb as an ox or a social retard), but also external (e.g .no access to resources or a captured loved one)  While these abilities may be powerful, they should only be able to influence the environment locally.
For the Hounded, the Hound decides upon trait which will aid him or her in combating the central theme, again either internal or external. Against e.g. fire, the Hounded may have a fire blanket, while against madness he or she may have a close friend to talk to. In general, this aid should be helpful, but unable to combat the theme by itself. The Hounded then adds a trait which will make it harder the fear caused by the theme more harsh.

Example: Remko is going to play the Hound, while Natasja is playing the Hounded. Natasja chooses spiders as a central theme and writes down “Is able to shoot cobwebs” as a power for the Hound. Thinking about the theme, Remko adds “Fears other insects” as a weakness for the Hound. “That's quite a severe weakness though? You might want to make my protective trait just a bit weaker then...”, Natasja says.
Following her advice, he then adds “Expert at creating homemade flamethrowers from deodorant cans” as the Hounded's protective trait. “Have you thought about a trait which increases the severeness of the theme?”. “As a matter of fact, I did.”, Natasja adds, “I think my character is an amateur urban spelunker and loves to visit old, creepy houses.”

Second, the Hound writes down one Item on the sheet which is vital or sacred, and write down one word or sentence describing why it is. The Hounded creates an Ally in a similar fashion. This location/ally plays an important role in three ways. First, it allows player to retrieve a lost power, unless the player finds this item/ally. Second, the Hounded may find more information regarding the nature of the Hound via the Item, while the Hounded may use the Ally as an extra weakness. Third, a player may voluntarily lose (cross off) the Item / Ally in order to prevent any Condition. Describe how the Item / Ally distracted or delayed the opponent in order for you to prevent the attack from hapening. 

Last, the players then decide upon a starting location. It is a location which was chosen by the Hound to attack the Hounded.
 
Sequence of Play
 Once the initial statements are made by each player, regular play alternates starting with the Hounded. 

One each player’s turn:
 •	The acting player draws 2 cards from the draw pile to their hand
 •	The acting player describes the events leading to the Action
 •	The acting player plays an Action card if they are able, otherwise they Pass or may move to another location. In the latter case, describe how you find out about the new location of your adversary or describe the surroundings of your new location. Why did you choose this location? Is it of importance to your character or does it have strategic advantages?
 •	If the other player has a Response card in hand appropriate to the Action card, they may play it, but are not required to
 •	The acting player discards down to a hand limit of 6? cards.

Actions and Responses normally go to the discard pile of the player who plays them. Once the draw pile is depleted, reshuffle the discard pile back to the draw pile.

In general, any action requiring a trait or a power can only be created at the same location as the opponent (unless the card says otherwise). 

Most cards require the acting player to describe something. Be bold and creative here; this is the true core of the game, not the mechanical outcome of the card play.   Certain cards specify that a player must take or clear a Condition. To take a Condition, you mark its box with a pencil; to clear it, you erase the mark. 

The Hounded player has 5 possible Conditions. They are: 
☐ Exhausted
☐ Terrified
☐ Injured
☐ Desperate
☐ Dead

The Hound player has 5 possible Conditions. They are:
☐ Damaged
☐ Angered
☐ Slowed
☐ Confused
☐ Dead 

Sometimes a choice of Conditions is offered (e.g. “You may Clear any 1 Condition”), and sometimes not (e.g. “The Hound Takes the Condition: Angered”). If you are given a choice of Conditions to take, you must take one if you can. If you already have Terrified marked, and a card says you must take Terrified or Injured, you must take Injured. 

Sometimes, a card requires a certain power. If a power is altered or lost, place a cross in front of it to indicate this. Simply remove the cross if the power is retrieved.

When either player takes the Dead condition, the game is over; the non-Dead player wins. 

The Cards
The Hounded player has more ways to Clear Conditions, but fewer ways to inflict them on the Hound. The Hound has more ways to inflict Conditions, and fewer ways to Clear them. 

The cards I’ve defined so far are insufficient for a complete game. A suggestion for playtesting: 
 •	Pad the decks to 20 cards each with blanks
 •	Each player must play at least three non-blank cards before playing blanks
 •	After that, let players write new card descriptions on the blanks in the spirit of those already written.  

Hound Deck

 •	Catch up (Action). Requires at least one power. Describe how your power allows you to catch up with the Hounded even though you shouldn’t have been able to. If you weren't in the same location, both of you now are. If not countered, the Hounded takes the Condition Desperate. 
 •	Uncanny Senses (Response). Describe how you know where the Hounded is hiding. Counters A Hiding Place. 
 •	Nowhere Is Safe (Response). Describe how, using the negative trait of the Hounded, enabled you to make a safe place suddenly very unsafe. Counters Respite or Sanctuary, but may only be used while the Hounded has no Ally.
 •	Direct hit (Action). Describe your attack. This may be either a direct attack. If not countered, the Hounded takes the Condition Injured.
 •	A Cunning Trap (Action). Describe how you devise a trap for the Hounded, using materials from your current location. Place this card before you. If your opponent uses a Response card, you may use this card to cancel it. Describe how your trap intervenes with the attempt of the Hounded to counter your action.
 •	Vicious (Action). Describe your attack, using either a power or the weakness of your opponent. If not countered, the Hounded takes one Condition of their choice.
 •	Try Harder, Try Again (Response). Requires at least one power. Describe how the Hounded’s effort fails by using a power. Counters any action that would give the Hound a Condition. 
 •	It’s Not Possible (Action). Describe the impossible thing the Hound does. The Hounded takes the condition Terrified or writes down a negative trait reflecting the Hound's immense action.
 •	You're on your own (Action). May only be played when the Hounded is Exhausted or Desperate. Describe how you locate the Ally while your opponent is weak and make a vicious attack. Cross of the Ally. 
 •	Inspire Fear (Action). Requires two negative traits with the Hounded and at least one power. Describe how your incredible presence and the mistakes made by the Hounded inspire a feeling of awe with the Hounded. The opponent takes two conditions. 
 •	The Ritual (Action). Requires your Item. Describe how you partake in a solo ritual using the Item and how it invigorates you. This ritual must be at a new location. Describe this location. Retrieve your original power or remove a negative trait of your choice.
 •	Insightful (Response). Requires a negative trait with your opponent. Describe how you use your opponent's weakness to counter your opponent's attack. Counter any Action causing a Condition.
 •	Mutate (Action). Describe how your original power has changed. Cross out your original power and write down a new power. Must be played if you have this in your hand.

Hounded Deck

 •	A Vehicle (Action). May only be played when you have the Ally. Describe a vehicle or other conveyance you used to evade the Hound. If not countered, you may clear the Exhausted Condition.
 •	A Hiding Place (Action). Describe where and how you tried to hide from the Hound. If not countered, you may clear the Desperate Condition and move to a new location. 
 •	A Weapon (Action). Describe a weapon you tried to use against the Hound. If not countered, the Hound takes one Condition of their choice or a Negative Trait which reflects the damage done. If you stole and use the Item, the Hound takes two Conditions of their choice (or one Condition and a Negative Trait).
 •	Flight (Response). Describe how you fled from the Hound, retreating to another location. Describe the new location. Counter any Hound action that would give you a Condition. 
 •	Comprehension (Action). Describe something horrifying you have realized about the Hound. Take either the Terrified or the Desperate Condition. You have to play this card if it’s your only Action!
 •	Thievery (Action). May only be played when at the same location. Requires a positive trait. Describe how you manage to take the Item using your trait, but also how it corrupts you. Take the Exhausted Condition.
 •	True Nature (Action). Requires either the Terrified or the Desperate Condition and the Hound having a negative trait. Your Fear enables you to understand the true nature of your foe. Together with the Hound, describe this true nature. Then, describe how this knowledge enables you to backstab your opponent, removing his Power. If you only have one of the two above mentioned Conditions, you now have both Conditions.
 •	Respite (Action). May only be played when alone at a location. Describe how you find time and space to recover a bit. If not Countered, you may clear any Condition of your choice. 
 •	First Aid (Action). Describe how you get patched up. If not Countered, you may clear the Injured Condition.
 •	Inspired (Action). May only be played if the Hound doesn't have a Power. Describe what gives you the strength to survive and fight. Clear up to two Conditions of your choice and draw an extra card. Cannot be Countered.
 •	Sanctuary (Action). Describe where you go for support and shelter. If not Countered, clear a Condition of your choice. If Countered, take one Condition of your choice. 
 •	Distraction (Response). May only be played while the Hound has a negative trait. Describe what distracts the Hound. Counters any Hound Action that would give you a Condition. 
 •	The Plan (Action). Describe your plan. Take any two cards from your discard pile into your hand. Your description must reflect the two cards you have taken.
 •	Trap (Action). Describe the trap you set for the Hound. If not countered, the Hound must take any one Condition.