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I Have the High Ground Premium

$45.00 $36.00

Have the High Groundis a short, collaborative roleplaying game about thewords,wit, and melodramatic action that takes place before a duel.ItsGM-lessandgenre-neutral, and takes 1-2 hours to play.Usinggame mechanics inspired by competitive fencing, players c

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SKU: WEGD783354622291

Have the High Groundis a short, collaborative roleplaying game about thewords,wit, and melodramatic action that takes place before a duel.ItsGM-lessandgenre-neutral, and takes 1-2 hours to play.

Usinggame mechanics inspired by competitive fencing, players choose moves in secret. After their choices are revealed, the winner takes the opportunity to flaunt their bravado or to perform subtle acts that leave an imposing quiet in their wake. Your game is not an action-packed fight to the death but rather a portrayal of the slow, smoldering tension between two people about to risk their pride, their reputation, or even their lives.

I Have the High Groundalso encourages players to ask: what exactly is a duel? You might be knights or fencers with your blades crossed for sport or mortal combat. But what if you were hackers vying for control of a contested server? A murderer and the aggrieved loved one avenging their victim? What if youre assassinsandex-girlfriends, or in a boxing match, or bar fight, or even just a school talent show? So, who will you be? What will you do? Theres only one way to find out.

Pick your weapons, push the limits, and whenever justifiable: flourish your capes.

ROCK, PAPER, SCISSORS

Each round players choose in secret tothrust, feint, or parry. The moves are arranged in arock-paper-scissors triangle, where thrust beats feint, feint beats parry, and parry beats thrust, scoring one point for the victor. These moves do not, however, translate to the bloody jabs of a sword. Instead, they help structure the narration that follows:thrustsresolve to vicious insults or imperious gestures,feintsinto provocative bait that incites opponents into emotional vulnerability, whileparriesresolve as cunning repartees. When one player reaches 9 points, their opponent is defeated, and the loser is forcedin a shameful outburst of emotionto use their weapon and strike the blow that begins the ensuing battle!

COMPONENTS AND DETAILS

  • Riso-print zine, 28 pages, black and white
  • Burlap storage bag
  • 2 six-sided dice with crossed-rapier 6-faces
  • 9 printed move tokens
  • Digital pdf included

Number of players:2 players. One-shot.
Style:Collaborative storytelling. Rock, paper, scissors style dueling.
Creators: Jess Levine

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  • Cost - $25

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