Warning: due to website formatting, the following text is 12 pages long when printed!
Do math every player turn by rolling two dice and finding the sum of two or more numbers, 1-6.
Fight monsters with magic only and cause enemies to faint when they reach zero health points, same for players if all health points are lost. Set up the strengths of your character assigning each trait numbers.
DISCLAIMER: This game allows No weapons, no blood, no physical damage, no killing, no dying, no graphic descriptions of injuries, and no attacking other players. The magic attack can not be a hit, bite, kick, shove, or shoot, but can look like the magic type the player chooses beaming out of the hands. Ensure that your stories are only fantasy and topics that are generally allowed in school.
You will need:
Blank Paper or Printed Character Sheet
Pencil*
*or a tool to write with. (If you have a choice, markers, crayons, pens, all can be used as well)
2 dice per group*
*or extra paper/dry erase to do math problems of addition of numbers 1-6, and a way to roll a 6-sided die.
If no dice are present, a quick google search of "roll a d6" will accomplish this. An extended project would be for them to make a cube and put numbers on it. More worksheets to make paper dice, prepared story problems, and adventure maps will soon be available at your nearest Teaches pay Teachers or similar website.
On the character sheet or blank paper, fill out:
CHARACTER NAME with what you named your fantasy character, something other than your name
TYPE OF LIVING THING with a short description of your fantasy character Examples: superhero, dog-man, elf, fairy, human, Pokémon, triton, Bag of Chips, Unicorn, any kind of talking animal or object, with one magic power that reduces the villain's health.
MAGIC TYPE with a short description of the one type of magic you plan to use to "take away hearts" from the villain. Examples: ice, fire, earth, lightning, water, leaf, toxic, rainbow, psychic, thunder, light, darkness, music, nature, space, star
Assign the following numbers to your choice (in any order) of skill bonuses into the boxes above on the player sheet
MAGIC, TALK, SENSE, SNEAK, JUMP
-2, -1, 0, 1, 2
Divide into groups randomly and choose group leaders. It is suggested to have a person that is familiar with TTRPG's (Tabletop Role Playing Games) to be this leader at first. If there is any problem with deciding on one, the first player to go is the leader.
Each player rolls two 6-sided dice (2d6) added together for the turn order, player with highest roll goes first, next highest is next, lowest is last, or you can choose to take turns around a table.
Take turns telling a background story about your fantasy character, then tell stories about what your character is doing.
After proposing what your character would like to do on your turn, decide what kind of skill check to make with the help of the leader. Take the sum of the roll of 2d6 and add your skill bonus and determine if the action was perfect, successful, or a failure of that action, and there is a chart at the end of this page.
Leader has the final say in what activities the group engages in and leads the story to an encounter with a monster with the help of the game master (teacher). Using rock, paper, scissors, or dice can help solve conflicts within the party.
The leader also rolls for the monster, which gets a turn last in order of players. To decide who the monster will attack, assign numbers from the dice to each player to randomly choose a target. A variation with large groups or shorter playing times has each player in the party lose a health point each time a monster's magic attack is successful.
Take health points away when you are attacked successfully, take away magic points if you cast a spell. If you get to zero, a friend can use his action to assist you by restoring health or magic points to a character instead of making a skill check roll.
Continue rounds of player and enemy turns until the enemy faints. If there is more time, bring the villain back as a 'zombie' or take turns creating more monster villains with backstories that tie into the character's stories.
Roll 2d6 and add skill bonus to sum to perform an action
0 to 6 = Fail Action
7 to 9 = Did it, but Not Perfect
10 to 14 = Nailed it
Examples of actions:
Cast a spell using the MAGIC skill, check a magic item’s abilities, or heal an ally (costs one magic point for each MAGIC skill check).
Communicate using the TALK skill, persuade other non-player characters. (NPC) or monsters to join your team, convince them to do things you want.
Perceive using the SENSE skill, check your surroundings, feel danger.
Avoid detection with the SNEAK skill, hide, or surprise a monster.
Dodge attacks using the JUMP skill, run away, avoid danger.
When casting a spell with magic to attack a monster:
10 to 14 = Monster loses a whole health point
7 to 9 = Monster loses half a health point
0 to 6 = Monster does not lose health points or fantasy character misses
When talking with a monster, animal, or NPC:
10 to 14 - Succeed Flawlessly, Convince them to join your side.
7 to 9 - Partially succeed, they are friendly, and listening to what your character says.
0 to 6 - Fail attempt, and the monster becomes angry or hostile.
When using a sense to perceive surroundings:
10 to 14 = Sense Danger or Weak spots
7 to 9 = Receive description from the leader
0 to 6 = See nothing or distracted
When sneaking to hide:
10 to 14 = Character moves unseen or undetected up to 30 feet.
7 to 9 = Character moves somewhat hidden up to 15 feet.
0 to 6 = Character has been caught.
When jumping to dodge, climb, or balance:
10 to 14 = Move with ease to the location of your choice within 30 ft.
7 to 9 = Move to a location of your choice up to 15 feet.
0 to 6 = Do not move, fall or miss your step.
To play a simplified version without: Skills like TALK, SENSE, SNEAK, JUMP or numbers like -2, -1, 0, 1, 2, check out the simplified rules.