TEXT: 1
  Compass
  a game of exploration and adventure
  Welcome Playtesters 
  to a draft of Compass, a game in progress 
  by Emily Care Boss. This is an alternate version of the 
  game, with a short-form play style.
  If you have an hour or two to play a game with a friend 
  or three, I hope you’ll try this out and let me know how 
  it went for you. I’ve played with these rules and enjoyed 
  the game.  You can contact me at:
   
  blackgreengames@yahoo.com
   
  blackgreengames.com
  This version of Compass owes a great debt of inspiration for its 
  structure to the game Microscope, by Ben  Robbins of Lame 
  Mage Productions at lamemage.com. Other influences are The 
  Quiet Year by Avery Mcdaldno and The Companions’ Tale by Laura 
  Simpson. Thanks to Ben Arens and Epidiah Ravachol for play-
  storming help, and to the Baker family and JiffyCon players for 
  early playtests and suggestions.
  Travelers cross lands and oceans, encountering neighboring communities, lost secrets and natural wonders as 
  they go. Set in a pre-industrial world not-our-own, Travelers may seek audience in an Obsidian Palace or lose 
  themselves in the Twisting Mountains of Forever, on a Shifting Plateau. A world from your imagination—
  full of  verdant f ields, quiet villages, raging seas, magical courts and perilous passages—awaits 
  your exploration. 
  SUMMARY:
  Players take turns creating Locations and Events, and moving Travelers to interact with these Components. 
  Components are written on note cards and placed in a grid. They form a growing and developing world.
  Black & Green Games, © 2014. blackgreengames.com
  WHAT YOU NEED TO PLAY:
  Index Cards 
   
   
  Two to Five Players
  Pens/pencils 
   
   
  One to Three Hours
  OVERVIEW OF PLAY:
  Create Travelers. 
  For 2 to 3 players, create two. 
  For 4 to 5 players, create three.
  Players take turns. 
  On each turn take a Character Action and a World Action 
  • 
  Character Action: Have a Traveler interact with the World.
  • 
  World Action: Create or change something about the world. 
  World Actions:
  Add a Location to the World
  Add an Event to a Location
  Add a Ripple to Location adjacent to an Escalated Event
  Escalate an Event 
  Resolve an Event
  Resolve a Ripple
  chArActer Actions:
  Pick a Character and use them to....
   
  Play a Vignette
   
  Play an Event
   
  Escalate an Event
   
  Resolve an Event
   
  Resolve an Escalated Event
   
  Resolve a Ripple
  May move the Traveler at start or end of Action.
  The player’s goals are to create a wondrous world to explore, to witness and build off of what others have 
  created, and to portray characters experiencing that world.
  ENDING THE GAME
  When Travelers have all reached their Destination, Abandoned the Road or Died, the game ends.
  2 December 2014
  
  2
  SETUP:
  1) Create Travelers  (See page 2 below)
  Two to Three players—Create 2 Travelers 
  Four to Five players—Create 3 Travelers
  2) Create Starting Locations and Events(See pages 3 and 4)
  Locations: A central Location and an additional Location per player
  Events: One per Traveler in play
  Place each Traveler in the central Location and person who came from farthest away begins play.
  HOW TO MAKE TRAVELERS: 
  TRAVELERS –
  These are characters who will move through the world, meeting people and having adventures. The players will 
  collaborate on making their story happen. 
  Name. On both sides of a note card folded in half, write a name this Traveler answers to. The Note card will sit 
  on the Locations making a small tent or triangle. (see diagram on page 9) 
  Examples:
  • 
  Athene
  • 
  Pria
  Description. Write a short phrase that tells something about the Traveler’s occupation, demeanor or habits.
  Examples:
  • 
  A road hardened traveler, sings hymns for food and coin.
  • 
  Deposed priestess.
  • 
  Inquisitive tinker, with rattling pots and wares.
  • 
  Sword for hire.
  • 
  Courtier clothed in forbidden colors.
  Home. The name of their home location. May be a known Location, or one not written down yet. Create the 
  name as you would for a Location.
  Examples:
  • 
  Cloud Pass
  • 
  Green River
  Destination. Write down a place to which they travel. Should not be a known Location. May be their Home. 
  Create the name as you would for a Location Name (say what it is and provide an evocative detail).  
  Examples:
  • 
  Holy Shrine
  • 
  Temple at Delphi
  • 
  The Court of Regents
  • 
  The Shadow God’s Abode
  Why: Explain why the Traveler journeys, involving their Description or Destination. Need not be written down.
  • 
  Cordel
  • 
  Ramiro
  • 
  The Oasis of Homecoming
  • 
  The Fortress of Light
  
  3
  HOW TO MAKE A LOCATION: 
  On a horizontal note card, write:  NAME, DESCRIPTION, GROUP (see diagram on p. 9) Later, Locations will have 
  more Groups, Characters and Landmarks added to them. 
  NAME. Write a Location name at the top of the note card
  In the name include 
   
  1) What kind of location it is. (e.g. a Village, Fortress, River)
   
  2) A detail about the location. (e.g. The Dyer’s Village, The Silent Fortress, The Red River)
  Examples:
  • 
  The Cliffside Monastery
  • 
  Sea of Bounty
  • 
  City of Illusion
  • 
  Black Rock Pass
  • 
  The Monuments of Forgotten Hope
  DESCRIPTION. Explain in a short phrase or sentence give a brief description of the atmosphere of the place, 
  what might be seen there, or the place it holds in the world. This need not be written down.
  Examples:
  • 
  A haunted land full of dunes and overlooks with sands of many colors.
  • 
  For as long as people have plied the seas, this place has harbored their ships.
  • 
  Jagged stony hills with giantic ruins.
  GROUP.  Write down the name of People present at or who live in this place.
  In the name include
   
  1) Their nature or occupation
   
  2) An evocative descriptor  
  Examples:   
  • 
  Brotherhood of the Sacred Hunters
  • 
  The Astral Lamplighters
  • 
  The Hapless Pilgrims
  • 
  Foxes who Speak as Humans Do
  Group’s name should not include the name of any existing Location. Although, locations may be made later that 
  refer to a Group’s Name.
  The following may be added to a location after a Vignette, Event or Ripple.
  Characters - A person or being in this location. (See page 4)
  Landmark - An object, building or point of note. (See page 4)
  Site - a place of interest within the Location. (See page 4)
  • 
  Stilt Village of Vurst
  • 
  Blood River Falls
  • 
  The Painted Desert
  • 
  The Eternal Port
  Scope: The location should large 
  enough to encompass some 
  days travel, or be a settlement or 
  building that can accomodate a 
  large number of people. 
  Players may create a Location during another players’s Turn or a break, and add it to s acentral 
  Location Deck. Place these Locations face down in a pile. Players may draw one for World Action 
  instead of making a new one to Add. Place as usual. May add Group if there is none. 
  
  4
   HOW TO MAKE AN EVENT: 
  These are occurrences of moment, offering danger, unrest or change to the place in which they occur. 
  Choose a Location to add an event to. On a note card folded in half across the longer edge (see diagram on 
  page 9), write the Event TITLE. Describe the Event and place it on the Location.
  TITLE. Write down a few words that summarize the event.
  Include in the Title
   
  1) A group from the Location, a Traveler or another character
   
  2) The activity happening
  Examples:
  • 
  The Fox Council calls a meeting on the Solstice
  • 
  Athene is seized by the Sacred Hunter Demetrios.
  • 
  Pilgrims schism over collecting chips of the Monuments.
  Optionally: After placing the Event
  Add a Character, a Landmark or Site to the Location
  NAMING CHARACTERS, LANDMARKS AND SITES
  Character.  Write the name of a new character present at or involved in this Event. The  character’s name 
  should include 
   
  1) A title or what they are called
   
  2) A detail that shows their occupation, place in the world or some other distinguishing characteristic
  Examples:
  • 
   Arleni the Unhooded Executioner
  • 
  Captain Alexandry
  • 
  Ridolfi, father of the lost child
  Each character should only be written down on one Location.
  Landmark.  Write down the name of an object or building which can be seen from far away. 
  Include
   
  1) What it is
   
  2) A detail that makes it stand out from others of its type
  Site.  Write down the name of a shelter, building, grove or other smaller area of note within a larger Location.
  Include
   
  1) What it is
   
  2) A concrete detail that show who owns it, or what you can see, smell or hear there
  Examples:
  • 
  The Poisonberry Grove
  • 
  The Potter’s Shed 
  • 
  The Weathered Sampan
  Example Landmarks:
  • 
   The Whispering Pines
  • 
  The Mirror Falls
  • 
  The Golden Tower
  
  5
  HOW TO PLAY:
  The game takes place in turns. In their turn each player two things:
   
  1) Take a Character Action
   
  2) Take a World Action
  CHARACTER ACTIONS
   
  Play... 
   
              a Vignette
   
              an Event
   
  Escalate...
                           an Event
   
  Resolve... 
   
   
  an Event
   
               an Escalated Event
   
               a Ripple
   
  End a Traveler’s Tale
  May move Traveler before or after the Character Action. But not during World Action.  
  MOVING A CHARACTER: Travelers may move from one Location to another Location that is above, below 
  or on either side of the Location they were in at the start of the turn. May not move diagonally. 
  CHARACTER ACTIONS:
  Play a Vignette. Move the Traveler to a Location without an Event (or keep them on one with no Event where 
  they start the Turn). Role play a brief scene, showing a moment or two of the Traveler’s journey. 
  Need. The player whose turn it is chooses a need that the Traveler is addressing at this Location. Choose from 
  this list:
  • 
  Food
  • 
  Shelter
  • 
  Romance
  • 
  Friendship
  Cast. The person whose turn it is plays the Traveler. They Cast one other person to be an already named 
  Character or a new member of a Group from that Location. Characters may also be from other Locations. 
  Set the Scene. 
   
  • 
  The Cast player describes surroundings in the Location—a place where the Need could be met
   
  • 
  The Cast player describes their character doing a daily task
  Play. Play the scene, either narrate or speak in character as the Traveler and the other character interacting.  The 
  Traveler asks for their Need to be met. End the Vignette when the Traveler’s Need has been met, or the offer is 
  rebuffed.  
  NO QUESTS. In Vignettes, a price may be asked, or a bargain struck, but only so far as could be easily paid or settled 
  off screen. No condition can be made for a task requiring a long trip or travail. Save that kind of thing for Events.
  ALTERNATE RULE: Narration.  The player whose turn it is simply narrates a scene of the Traveler meeting a Need.
  WORLD ACTIONS
  Add...
   
  a Location to the World
   
  an Event to a Location
   
  a Ripple to Location adjacent to an Escalated Event
  Escalate... 
   
  an Event 
  Resolve... 
   
  an Event
   
  an Escalated Event
   
  a Ripple
  • 
  Employment
  • 
  Transportation
  • 
  Enjoying the Sights
  
  6
  CHARACTER ACTIONS CONTINUED:
  Play an Event. Move the Traveler to a Location with an Event (or keep them on one with Event where they 
  start the Turn). Role play a brief scene, showing a moment or two of the Traveler’s journey. 
  Cast. The person whose turn it is plays the Traveler. Choose a character from that Location or another that 
  will interact with the Traveler about the Event. They Cast one other player as that character. 
  Additional Cast. The other players may add themselves to the Event if they so choose, picking another char-
  acter to play. 
  Set the Scene. 
   
  • 
  The Cast player describes surroundings in the Location—a place where the Event is taking place
  Play. Play the scene, either narrate or speak in character as the Traveler and the other character interacting.  
   
  • 
  The Cast player describes how the Event is going on, or upsetting their character’s daily routine.
   
  • 
  The Traveler enters the scene and interacts with the first character
   
  • 
  Additional Cast enters the scene, or if they were already present, now may interact with the  
   
   
   
   
  Traveler, too. 
  End the Scene after all characters have interacted with the Traveler. The player of the Traveler then says whether 
  the Event is Escalated or Resolved. They choose another player to summarize the outcome and write the 
  Escalation  or Resolution out.
  Events may be Escalated or Resolved as an independent Traveler Action, or after Playing an Event
  Escalating an Event. 
   
   
   
  To Escalate an Event, turn the folded card over to the other blank, folded side. Mark it with a delta character, or 
  triangle.                               (see diagram on page 9) Traveler may be moved before or after Escalating.                               
  On the card, write the following:
  TITLE. Just as with the initial Event, write down a few words that summarize the event.
  Include in the Title
   
  1) A group from the Location, a Traveler or another character
   
  2) How things have become worse or more intense
  Examples:
  • 
  Athene kills Demetrios, earning his brother’s ire.
  • 
  Pria’s song is seen as a portent of doom by the Fox Elders
  Replace the Event on the Location which it originated.
  Optionally: After replacing the Event
  Add a Group, a Character, a Landmark or Site that relates to the Event, to the Location
  Examples:
  • 
  Hakim, who was Left Behind
  • 
  Captain Alexandros
  <Δ>
  
  7
  CHARACTER ACTIONS CONTINUED:
  Resolving an Event. Choose a Location with an Event and Traveler.  To Resolve this event:
  Describe how the Event comes to completion and activity in the Location goes back to how it was before the 
  Event, or say how it has changed. Involve one (or more) of the Travelers present on the Location.
  Remove the Event from play.  Write a sentence on the back that shows how the Event was resolved. Place it in a 
  pile with other Resolved Events.
  Examples:
  • 
  Athene is taken by the Brotherhood.
  • 
  Pria takes Hakim with her on her journey to the Holy Shrine.
  Optionally: Add a Group, a Character, a Landmark or Site  to the Location that relates to the Event.
  Examples:
  • 
  The Oracle of the Song 
   
  • 
  The Siren’s Stones 
  • 
  Wreckers of the Green Tower  
  • 
  A Warm Eddy Pool
  Resolving an Escalated Event. Choose a Location with an Escalated Event with a Traveler.  Resolve as with 
  an Event.
  Resolving a Ripple. Choose a Location with a Ripple and at least one Traveler.  Resolve as with an Event.
  Ending a Traveler’s Tale. See ENDING THE STORY (on page 8) to Reach Destination, Abandon Road or Die.
  WORLD ACTIONS:
  Add a Location. Follow the same process as described for creating Locations during Setup. Place the new Lo-
  cation in an open slot above, below, to either side, or diagonal from an existing Location. 
  Add an Event. Follow the same process as described for creating Events during Setup. Place the new Event on 
  any Location without an Event or a Ripple. Cannot add more than one Event to a Location.
  Add a Ripple. As in Character Actions
  Creating a Ripple from an Escalated Event.
  Create a new Event in a Location adjacent to a Location with an Escalated Event. Mark the note card with the 
  symbol of a tilde                        (see diagram on page 9)
  TITLE. Just as with the Event, write down a few words that summarize the event.
  Include in the Title
   
  1) A Group, Character, Landmark or Site in this Location
   
  2) How the Escalated Event affects or is manifesting in this Location
  Examples:
  • 
  Disappearance of the Caravan Masters, all but one.
  • 
  Ship of Sacred Hunters—The Swift Vengeance—is wrecked.
  Place the Ripple on this Location.
  <~>
  
  8
  WORLD ACTIONS CONTINUED:
  Resolving an Event. Choose a Location with an Event (since this is a World Action, it need not have a Traveler 
  on it, but it is fine if it does).  Resolve as with an Event in Character Actions. If no Traveler is present, you do not 
  need to mention one in the Resolution. 
  Resolving a Ripple. Choose a Location with a Ripple (since this is a World Action it need not have a Traveler 
  on it, but it is fine if it does).  Resolve as with an Event for a Character Action. If no Traveler is present, you do 
  not need to mention one in the Resolution.
  Resolving an Escalated Event. Choose a Location with an Escalated Event (since this is a World Action, it 
  need not have a Traveler on it, but it is fine if it does).  Resolve as with an Event in Character Actions. If no Trave-
  ler is present, you do not need to mention one in the Resolution.
  Resolving a Ripple. Choose a Location with a Ripple (since this is a World Action it need not have a Traveler 
  on it, but it is fine if it does).  Resolve as with an Event for a Character Action. If no Traveler is present, you do 
  not need to mention one in the Resolution.
  ENDING THE STORY.
  The game ends when all of the Travelers’ stories are completed. A Traveler’s story ends when they:
  • 
  Reach their Destination
  • 
  Abandon the Road
  • 
  They Die
  Reaching the Destination.
  Once a location card has been created that matches a Traveler’s Destination, when the Traveler reaches it, the 
  players may work together to End that Traveler’s Tale. 
  Event. Using a World Action, create an Event about the Traveler reaching their Destination. Resolve (or Escalate) 
  through Character or World Actions. When the Event has been Resolved, write the Traveler down as a Character 
  on that Location. If they have joined a Group there, indicate that. Remove the Traveler from play. 
  Abandoning the Road.
  After the first Escalated Event with Ripples has been Resolved, when a Traveler reaches a Location that is not 
  their Destination and Resolves an Event, they may Abandon the Road and travel no more. Add the Traveler to 
  that Location as a Character. If they have joined a Group there, indicate that. Remove Traveler from play.
  The Traveler Dies.
  Travelers and other characters may die as part of an Escalated Event or Ripple, either during their creation or 
  resolution. If a Traveler dies, when the Event is resolved, write “The Grave of [Traveler’s Name]” on the Location 
  where the event occurred, and take the Traveler out of play.
  End and Epilogue
  Once all Travelers are removed from play, end the game. To see the Tales of their adventures, look at the 
  Resolved Events. As an Epilogue, each player may choose one Event or Ripple to Resolve. 
  
  9
  Location Name
  Description of the Location in a short phrase or sentence.
  Groups:
  Start with one at Setup
  May add other Groups, Characters, Landmarks or Sites after 
   
  Events and Ripples are Resolved or Escalated
  }
  Note Card
  Folded in Half
  Stand Up
  -- write their name in 
  large letters on the other 
  side
  Traveler Name
  Description of the Traveler in two words
  or a phrase.
  Home: Name of a Location
  Destination: Name of a Location
  Horizontal 
  Note Card
  }
  Event Title: one or two words, or 
  description of the Event in a phrase.
  Ripple Event Title: one or two words or
  description of the Event in a phrase.
  ~  
  Escalated Event Title: one or two words
  or description of the Event in a phrase.
  Folded Note Cards, Lay Flat on Location
  Flip over to Escalate
  Δ  
  }
  
  10
  ON YOUR TURN.....
  • 
  TAKE A CHARACTER ACTION
  • 
  TAKE A WORLD ACTION
  CHARACTER ACTIONS: MAY MOVE A TRAVELER AND...
  • 
  PLAY A VIGNETTE (p. 5) OR PLAY AN EVENT (p.6)
  • 
  ESCALATE AN EVENT (p. 6)
  • 
  RESOLVE AN EVENT, ESCALATED EVENT OR RIPPLE (p. 7)
  • 
  END A TRAVELER’S TALE (p. 8)
  WORLD ACTIONS: 
  • 
  ADD LOCATION TO WORLD (MAY DRAW FROM LOCATION DECK) (p. 3)
  • 
  ADD AN EVENT TO A LOCATION (p. 4)
  • 
  ADD A RIPPLE ADJACENT TO AN ESCALATED EVENT (p. 7)
  • 
  ESCALATE AN EVENT (p. 6)
  • 
  RESOLVE AN EVENT, ESCALATED EVENT OR RIPPLE (p. 7)
  • 
  TRAVELERS MOVE ORTHOGONALLY: UP, DOWN OR SIDE TO SIDE. NOT DIAGONALLY. 
  PLACE LOCATIONS ADJACENT TO EACH OTHER (ABOVE, BELOW, LEFT, RIGHT OR DIAGONAL).
  PLACE RIPPLES ADJACENT TO THE ESCALATED EVENT THEY SPIN OFF FROM.
  PLAYERS MAY MAKE LOCATIONS DURING OTHER PLAYERS TURNS. ADD TO LOCATION DECK.
  IN A VIGNETTE A TRAVELER SEEKS...  (CHOOSE ONE)
  • 
  FOOD
  • 
  SHELTER
  • 
  ROMANCE
  • 
  FRIENDSHIP
  • 
  EMPLOYMENT
  • 
  TRANSPORTATION
  • 
  TO ENJOY THE SIGHTS
  A TRAVELER’S STORY ENDS WHEN THEY...
  • 
  REACH THEIR DESTINATION (p. 8)
  • 
  ABANDON THE ROAD (p. 8)
  • 
  DIE  (p. 8)
  Playing Compass
  
SOURCE: textdata/thevault/Compass.pdf