One Move Games

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Make a Bold Move

A one-move romance game, for two players… (at least?)

By Emma.

Propose something audacious you’ll have us do, and roll 2d6 + risk (you chose how much risk to take, between +0 and +3).

On 10+, I’m charmed and accept without thinking it through. For each risk you took, tell me how you lied to me. I’ll find out later.

Between 7 and 9, I can’t help but consider, giving you time to seduce me with 3 perspectives. For each risk you took, I can clearly see how one might turn out poorly. The other are enticing.

On 6−, I’m put off by your attitude and leave immediately. You’ll have to ask again later if you insist. For each risk you took, I name something you’ll first have to mend to even consider using this move with me again.

Throw Yourself At It

A one-player one-move game of fighting a desperate fight.

By Tiamat.

When you throw yourself at it, roll as many dices as you dare, once.

For each 6, say how you put a dent into it, how you chip it, how you bruise it, or how you briefly stagger it.

For each 2 to 5, say how you lose blood, stumble back, shudder under impact, or briefly put a knee to the ground.

For each 1, say how you feel a bone break but grit your teeth, tumble limp before raising again, lose hope but keep fighting, abandon sanity, or forget your name and the very reason you're fighting.

Approach Combat

A one-move game of rock-paper-scissor and military tactic.

I maneuver to attack you, secretly choosing an approach, and forcing you to secretly choose an approach too.

Extract Inkblood

A not-so-self-contained move to gather a strange resource…

By Emma.

Roll 2D6 ; add +1 for each of the following.

In any case, nobody will be able to extract a droplet of inkblood from this subject anymore, unless it survives one week or more.

On a 7 or less, you gather just enough to fill a blackheart, and if the subject was alive, you must choose between killing it, or renouncing the inkblood and inflicting it a severe wound.

Between 8 and 10, you gather enough to fill one blackheart for each consequence you choose.

On 11 or more, you gather more inkblood than you can contain, and suffer all previous consequences.