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Description Known Gateways Choose 1 each: Choose 1 each: abundant fruits, across the western sea, azure,  counterclockwise around a church in the beautiful, bells ringing, eternal, flower-filled Islands, Court meadows, gemlike rocks, gold palaces, grandeur,  barrow in Kalundborg, Denmark green, hidden hills, island in the eastern sea, jeweled  ghost road between the castles of Rodenstein “And there he saw trees, magnificent, musical air, mysterious, opulence, and Schnellert in Germany soul-filled air, splendor, starry sky, timeless, tower-  fairy path near a ringfort in Somerset, a seemly thing, a ing cliffs of jasper and jade, underground, white England mountain, winterless, winters of bitter cold  the Silver Bough (magic item 2) tabernacle fair and  a giant’s grave in Tröstrup, Denmark Inhabitants  ’s mouth, a barrow hill near Kråktorps light, whereunder sat Choose 3 each: gård, Sweden aes sídhe, , , , black dogs,  run sunward ten times around any the fairy king, near brownies, , dark , , dwarves,  the middle of the Bohai Sea elves, , fauns, , gnomes, , hags,  west of Africa in the Atlantic , , kijimuna, koropokkuru, light  a high peak in the Hindu Kush him his queen, a lovely elves, , ogres, , , the Seelie Court,  songline in the Simpson Desert, Australia , sprites, , , the Tuatha Dé Danann,  invitation from a king or queen of the Fairy wight.” the Unseelie Court, wee folk, xian, yakshi, , Court - Sir Orfeo, edited by Edward Eyre Hunt yōsei The realm of fairies, where fairy kings Powers Choose 1 each: and queens rule and their fickle Anqi Sheng, the Eight Immortals, the Fates, Freyja, Freyr, King Arthur, King , , Niamh desires are law. Some say it is a para- of the Golden Hair, the Nine Sisters, , Queen dise where there is fruit and wine True Name Gloriana, Queen Tanaquill, Queen Titania, the Rain- Experience Improve Choose 1 name by vote: bow Serpent, the , Xi Wangmu the Queen Improvements aplenty; others that it is a place to be , Alfheim, , the Dreaming, Elfland, Mother of the West, Yu Shi the Rainmaster  Add +1 to your Cunning (maximum of +3). Emain Ablach, , the Fortunate Isles, the  Add +1 to your Cunning (maximum of +3). wary, where no sustenance should be Isle of Apples, Kunlun Mountain, Mount Penglai,  Add +1 to your Cunning (maximum of +3). taken. Eternal, perhaps beyond time, Mt. Hōrai, , Sídhe, Summerland, Tír na  Add +1 to your Cunning (maximum of +3). nÓg  Choose a new Fairy Court move. the Fairy Court waits at the edges of  Choose a new Fairy Court move.  You are a true friend of Fairy Court. the world beneath the hills, high in  Choose a move from a different realm book. the mountains, or over the seas.  Choose a move from a different realm book. Fairy Court Moves PCs get 2 temporary moves while in Fairy Court, and may unlock additional moves by improving.   e journeyed to , Call Upon the Fae Gather Fairy Goods True Name When you Call Upon the Fae to find a specific fairy When you Gather Fairy Goods from Fairy Court, roll a place of who dwells in Fairy Court, roll the dice and add your the dice and add your Cunning. On a 10+, choose Description Cunning. On a 10+, choose 3 results from the list 3 items from the list below. On a 7-9, choose 1 item below. On a 7-9, choose 1 result from the list below. from the list below.  find the home of the fairy  fairy gold (2)  trick the fairy into coming to you  fairy armor (2) (magical armor 2 worn)   surprise the fairy fairy weapon (2) (magical weapon 2 close) inhabitants powers  leave no trace of your search  healing fruits (1) (healing consumed)  gain protection from the fairy’s magic Any items gathered turn to leaves and dross if  spend little time searching removed from Fairy Court.  Search the Fae  Travel the Sunward Road When you Search the Fae to find a specific magic When you Travel the Sunward Road to visit the fu- item, roll the dice and add your Cunning. On a 10+, ture, roll the dice and add your Cunning. On a 10+, choose 3 results from the list below. On a 7-9, choose you may travel to the future and return back again. 1 result from the list below. On a 7-9, you are stranded in the future.  learn the name of a fairy who has the item  Travel the Widdershins Road  learn the location where the item rests When you Travel the Widdershins Road to visit the  learn of the guardian of the item past, roll the dice and add your Cunning. On a 10+, Other Moves  learn of the traps protecting the item you may travel to the past and return back again.  spend little time searching On a 7-9, you are stranded in the past. ©MMXIII by Robert Burson.  Born of the Fairy Court You assume your true form while in the Fairy Court. Gain 3 boon tokens when you do. This move is only available if you have a Fairy move.  Fear of Iron When you bring weapons of cold iron into Fairy Court, gain 3 boon tokens. Description Known Gateways Choose 1 each: Choose 1 each: four colored lands, fairy country, marvelous  a cyclone in the farmlands of beauty, mirror image, rectangular, prosperous and  an ever-present cloud in the sky over Omaha, Land of contented, yellow brick roads, surrounded by the Nebraska , vibrant colors, lovely, stately, rich and  the basement of a frame house in Chittenan- “The cyclone had luscious, gorgeous flowers, rare and brilliant, spar- go, New York kling, murmuring, pretty and dainty, dismal and  an ocean storm in the South Pacific set the house down lonesome, green glowing sky, dazzling, sometimes  a crevice near Hugson’s Ranch, California pleasant, sometimes dark and terrible  deep in the Chihuahuan Desert of the south- gently, very gently western United States Inhabitants  a large whirlpool somewhere in the South – for a cyclone—in the Choose 3 each: Pacific bun people, bunnies, china people, cuttenclips,  a magic shop in a back alley of Chicago midst of a country of dragons, fairies, flatheads, flutterbudgets, fuddles,  deep in the Gobi Desert of northwestern gargoyles, gigans, gillikins, growleywogs, hammer- China heads, hoppers, horners, hyups, immortals, knooks,  the magic belt (magic item 3) marvelous beauty.” loons, magical mimics, , ,  the (magic item 2) - The Wonderful , L. Frank Baum nomes, nymphs, ork birds, phanfasms, quadlings,  across a rainbow bridge (magic item 2) rampsies, rigmaroles, ryls, scoodlers, skeezers, thists,  on a road to Butterfield, Kansas tottenhots, utensians, whimsies, ,  a spot off the coast of California in the Pacific winkies, witches, yips Ocean The collection of magical lands that Powers and others have visited over Choose 1 each: Ak, , Betsy Bobbin, Bo, the China Princess, the years, as chronicled by the Royal Experience Dr. Pipt, Gayelette, of the Improve Historian. Sometimes Oz is a death- True Name South, Kern, Locasta the , Improvements Choose 1 name by vote: , Nick Chopper, Oz the Great, ,  Add +1 to your Courage (maximum of +3). less and idyllic realm created by , , Magic Land, Nonestica, , Princess Dorothy, Princess Langwidere,  Add +1 to your Brawn (maximum of +3). Oz, Ozeria , Queen Lurline, Roquat the Red, the  Add +1 to your Cunning (maximum of +3). fairies; other times Oz is fraught with , the ,  Add +1 to your Wisdom (maximum of +3). danger and dastardly villains. It can  Choose a new Land of Oz move.  Choose a new Land of Oz move. be found over a rainbow, at the other  You are anointed as a prince or princess of Land of Oz. side of a storm, or hidden somewhere  Choose a move from a different realm book.  Choose a move from a different realm book. just across the far horizon. Land of Oz Moves PCs get 2 temporary moves while in Land of Oz, and may unlock additional moves by improving.  e journeyed to , Follow a particular question. True Name  When you Follow a Yellow Brick Road to find a spe- Cross the Deadly Desert a place of cific place in Land of Oz, roll the dice and add your When you Cross the Deadly Desert to enter or Description Wisdom. On a 10+, choose 3 results from the list escape Land of Oz, roll the dice and add your below. On a 7-9, choose 2 results from the list below. Courage. On a 10+, gain all 3 results from the list  you don’t dawdle and gaze at the sites below. On a 7-9, choose 2 results from the list below.   you don’t leave the road and get lost in the you spend little time in the crossing  wilderness you arrive at your desired destination  inhabitants powers  you find food and shelter from friendly folk you avoid serious harm from the desert  along the roadside Free From Sickness and Death  you are not attacked by monstrous beasts When you miss on Live to Tell the Tale, the result is as you walk treated as a 7-9 instead. This move is only available  you meet one of the Powers of the Land of to you if you were born in Land of Oz.  Oz on the road Make a Friend  you find a potential ally on the road When you Make a Friend to bring an inanimate  Search for the Lost object to life, roll the dice and add your Cunning. When you Search for the Lost to find a specific On a 10+, choose 3 qualities for your creature from person or magic item, roll the dice and add your the list below. On a 7-9, choose 1 quality for your Wisdom. On a 10+, choose 3 results from the list creature from the list below. Other Moves  below. On a 7-9, choose 1 result from the list below. the creature bears the form of a man or  learn where the lost is normally found woman  ©MMXIII by Robert Burson.  learn where the lost last seen the creature has an armored form (magical  attract little attention from your search armor 2)   meet someone who has seen the lost the creature possesses a weapon (magical  spend little time searching weapon 3)  Armies of Oz  the creature is particularly effective against In Land of Oz, any sufficiently attired group can be- 1 type of enemy such as crows or mice  come an army. Individual soldiers count as a small the creature possesses a special skill such band, and a group of a few or more soldiers count as acrobatics as a plentiful band. On a hit, also choose 1 drawback for your creature:  Consult an Oracle  the creature is prone to rusting solid  When you Consult an Oracle for the answer to a the creature requires winding  question, roll the dice and add your Wisdom. On a the creature is fragile  10+, the oracle will answer your question clearly. On the creature frequently rots and requires a 7-9, the oracle will answer your question crypti- replacement parts  cally. You may only consult each oracle once with a the creature is exceedingly vain Description Known Gateways Choose 1 each: Choose 1 each: more or less an island, ever so many more moons  flying second to the right, and straight on till and suns, astonishing splashes of color here morning Neverland and there, coral reefs, home under the ground,  the Serpentine River near Kensington Gardens mysterious river, mermaids’ lagoon, Marooners’ in London, England “We too have Rock, Kidd’s Creek near the mouth of the pirate  the Jolly Roger (magic item 2) river, never trees, a house high among the treetops,  spending seven days lost in Kensington caverns, the island where birds are born into boys Gardens been there; we and girls, a lovely lake with a drowned forest at the  an icy pond near Kirriemuir in Angus, bottom, windy corners Scotland can still hear the  Fairy Dust (Fairy Move) Inhabitants  a Neverland fairy for a guide sound of the surf, Choose 2 each:  fleeing from authority for seven days birds, crocodiles, fairies, gnomes, hags, lost boys,  clutching the tail of a runaway kite pulled by though we shall mermaids, natives, never birds, pirates, shadows, wind and birds stars, wild beasts  the tracks of the Sloane Square tube station in land no more.” the Chelsea district of London, England - James M. Barrie, Peter and Wendy Powers  a hidden door in one of the Boys’ houses of Choose 1 each: Eton College in Eton, England Captain James Hook, the Crocodile, Gentleman  a boat woven of grass and twigs from a bird’s Starkey, Great Big Little Panther, Jane Darling, Mr. nest, with a nightgown for a sail The ageless island of childhood Smee, the Never Bird, Nibs, Peter Pan, Queen Mab, Solomon Claw, Tiger Lily, Wendy Darling dreams that serves as the famous home of Peter Pan. An island, or Experience Improve perhaps an endless chain of islands, True Name Improvements Choose 1 name by vote:  Add +1 to your Courage (maximum of +3). populated from the minds of chil- the Bird’s Island, Never Land, Never Never Land,  Add +1 to your Courage (maximum of +3). Never Never Never Land, Neverland, the Neverlands  Add +1 to your Cunning (maximum of +3). dren where pirates and wild beasts  Add +1 to your Cunning (maximum of +3). hunt each other through the woods.  Choose a new Neverland move.  Choose a new Neverland move. Its magical shores can be found  You gain the blessing of the spirit of Neverland, the Never Bird. with the aid of fairy dust or by those  Choose a move from a different realm book. whom Neverland seeks out.  Choose a move from a different realm book. Neverland Moves PCs get 2 temporary moves while in Neverland, and may unlock additional moves by improving.   e journeyed to , Look for Blood Leave a Mark True Name When you Look for Blood by hunting another, roll When you Leave a Mark, or add your own details to a place of the dice and add your Courage. On a 10+, choose 3 Neverland, roll the dice and add your Courage. On Description results from the list below. On a 7-9, choose 2 results a 10+, choose 3 marks from the list below. On a 7-9, from the list below. choose 2 marks from the list below.  find the home of your foe  add a feature to the landscape  trick your foe into coming to you  add a spark of magic   surprise your foe turn something upside down inhabitants powers  leave no trace of your search  add friends that are yours alone  meet your foe 1-on-1  add a pet that is loyal and true  spend little time searching  Good-night Stories  Vanish in the Gloom Tell a good-night story, as a flashback scene, and When you Vanish in the Gloom to avoid others, roll choose 1 result from the list below for each partici- the dice and add your Cunning. On a 10+, you do pant: it. On a 7-9, you do it, but choose one cost from the  they gain 1 boon token list below.  you gain 1 boon token  you take 1 harm  take 1 boon token from them  you get lost in the wilderness  they must offer you an easy bargain  you are separated from your allies  they must accept an unequal bargain from Other Moves  you lose an item you   Found in the Minds of Children Piracy ©MMXIII by Robert Burson. When you choose an improvement, you may choose When you are behind the wheel of a sailing ship: a move from the Child storybook instead.  if you Perform a Feat of Fable, add your  Friendly Inhabitants ship’s Sails to your roll You have friends in Neverland. Choose one group  if you Threaten Harm, add your ship’s Can- of friends: nons to your roll  they’re a band of fairies  if you Strike a Blow, add your ship’s Can-  they’re a band of wild beasts nons to your roll  they’re a band of children  if you Tell a Tall Tale, add your ship’s Style  they’re a band of pirates to your roll  they’re a band natives  they’re a band of mermaids You may select this move multiple times to gain additional friends. Sailing Ships

When you use the Piracy move, there are a few ad- master, clear glass panes, swan-like, white sails, ditional rules to follow for sailing ships. Like other shipshape and seaworthy, clever, a rare old craft, Armament items, they can be magical, have a wealth rating, or rather small, claw-footed look, long seasoned and he have other tags. weather-stained, ancient decks worn and wrinkled, Ship Name garnished with the bones of her enemies Description Creating a Sailing Ship Sails Cannons Style Hull Choose one set: Sailing Ship Tags  Sails +2, Cannons 0, Style +2, Hull +4  anti-crew (cue): inflicts damage directly (wealth 2 / armor 0) against passengers. Armor: Wealth:  Sails +1, Cannons +1, Style +1, Hull +4  fire (cue): ignites flammable targets. (wealth 2 / armor 1)  Sails +2, Cannons +2, Style 0, Hull +3 Sailing Ships and Harm (wealth 2 / armor 1) Unlike most items, sailing ships can be harmed like Armament  he Sails +1, Cannons +1, Style +1, Hull +3 a normal character. They are treated like a plentiful Ship Name (wealth 2 / armor 2) band for the purposes of calculating harm and pos- Description sess a number of heart tokens equal to their Hull. Sails Cannons Style Hull Choose its Type: proa, sunfish, catboat, gunter, sloop, Whether harm dealt to a ship affects the passengers cutter, yawl, ketch, schooner, topsail schooner, brig, onboard depends on the judgement of the narrator, schooner brig, brigantine, barquentine, barque, fully the circumstances, and the details of the ship itself. rigged ship, felucca, polacre, junk Armor: Wealth:

Choose its Armament:  Demi-cannons (weapon 2 / close)  Carronades (weapon 3 / close) Armament  he Long guns (weapon 2 / far) Ship Name Choose a number of armament options equal to its Description Cannons: Sails Cannons Style Hull  Enchanted (magical)  Canister shot (anti-crew)  Grapeshot (anti-crew) Armor: Wealth:  Chain-shot (stun)  Bar shot (stun)  Fire arrows (fire)  Heated shot (fire) Armament  he Double shot (weapon +1 at close) Ship Name  Exploding shell (weapon +1) Description Description. Pick a number equal to its Style: low Sails Cannons Style Hull in the water, rakish looking, foul to the hull, every beam in her detestable, cannibal of the seas, bul- warks and barrels, graceful, great lines, great three- Armor: Wealth: Description Known Gateways Choose 1 each: Choose 1 each: pastoral, dark warm heart, gloriously beautiful, sap-  a land-locked harbor in a wooded shore off phire with tints of aquamarine, white beach of cocoa the coast of West Africa The Wild palms, green soft earth, lichen-covered stone, semi-  the path of a tiger in the rain forests in the tropical verdure, primeval forest, abundant bird Kerala Western Ghats, India “In what distant and animal life, gloomy wood, teeming, the heat of  an old lifeboat drifting in the South Pacific long summer, desert island, highest peak, forests of  along the banks of the River Tiber, Italy night, fever-filled jungle, gloomy, bogs and marshes,  on the slopes of the mountain Damavand, deeps or skies most temperate and perfect, immense ash tree Iran  along the Pecos River, Texas burnt the fire of Inhabitants  a sacred grove of oak trees in Hesse, Germany Choose 3 each:  a sacred grove of trees in Caria, Turkey thine eyes?” apes, bandersnatch, bats, bears, borogove, buffalo,  deep within a Welsh forest, Great Britain - The Tyger, William Blake cobras, coyotes, crocodiles, crows, dryads, elephants,  deep within the Malshegu Sacred Grove in foxes, gazelles, great spiders, jackals, jubjub bird, Northern Ghana monkeys, nymphs, panthers, peacocks, primitive na-  beneath a sacred pillar in the Atsuta Shrine in tives, pythons, rats, satyrs, simurgh, tigers, turtles, Nagoya, Japan wolves  under a laurel tree in of Peloponnese, Greece Powers  an old, ruined castle in the wilds of Alsace- Choose 1 each: Moselle, France The realm of wild animals, where Enkidu, Father Wolf, Gomposh, Hayy ibn Yaqdhan, Jabberwock, Kala, Kerchak, King Leo, Mowgli, Pan, nature lies untouched by the hands Raksha, Remus, Shere Khan, Simurgh, Tarzan, Toomai, Pecos Bill of humans. Sometimes a dark and Experience Improve primeval forest; other times a tropical True Name Improvements Choose 1 name by vote:  Add +1 to your Courage (maximum of +3). jungle or a desert island. The Wild Arcadia, the Black Forest, the Cedar Forest, the  Add +1 to your Brawn (maximum of +3). Forest of Wild Beasts, , the Jungle, Sherwood  Add +1 to your Brawn (maximum of +3). scratches at the back of prehistoric  Forest, Tulgey Wood, the Wild, Yggdrasil Add +1 to your Wisdom (maximum of +3). memory, lying in wait in the deepest  Choose a new The Wild move.  Choose a new The Wild move. wilderness,waiting to swallow those  You are feared or respected throughout The Wild. shipwrecked on its shores.  Choose a move from a different realm book.  Choose a move from a different realm book. The Wild Moves PCs get 2 temporary moves while in The Wild, and may unlock additional moves by improving.   e journeyed to , Issue a Challenge Resist Corruption True Name When you Issue a Challenge to find a specific wild When you Resist Corruption to avoid being fooled a place of beast who dwells in the The Wild, roll the dice and or lead astray, roll the dice and add your Wisdom. Description add your Courage. On a 10+, choose 3 results from On a 10+, you avoid corruption. On a 7-9, you avoid the list below. On a 7-9, choose 1 result from the list corruption, but choose one cost: below.  you attack the source of corruption  find the lair of the beast  you leave the scene immediately   entice the beast into coming to you you lose 1 boon token inhabitants powers  rattle the beast  let all The Wild know of your search  meet the beast on sacred ground  spend little time searching  Chart a Course When you Chart a Course through The Wild, roll the dice and add your Cunning. On a 10+, gain all 3 results from the list below. On a 7-9, choose 2 results from the list below. The Law of The Wild  you don’t leave anything behind The Law of The Wild governs all who dwell in  you are not ambushed by wild beasts Other Moves The Wild. It may include any of the following:  you avoid serious harm from the wilderness  you may not change your quarters  Call of The Wild without notice ©MMXIII by Robert Burson. Gain 1 boon token whenever you make a Wild  you may not eat humans except Animal move. when teaching your children how  Invoke the Law to hunt When you Invoke the Law of The Wild against  you may form your own pack when others, roll the dice and add your Wisdom. On a you marry 10+, they follow your demands. On a 7-9, they follow  with two sponsors, any cub may be your demands, but you must name the law they accepted into the pack were in danger of breaking.  matters which are not killing matters  Lost in The Wild may be settled with a bargain When you choose an improvement, you may choose  strike first and then give tongue a move from the Wild Animal storybook instead.  a leader can only be challenged  The Red Flower 1-on-1 When you Threaten Harm with fire, add the fire’s  sorrow never stays punishment harm to the roll.  keep your temper with cubs Description Known Gateways Choose 1 each: Choose 1 each: deep down, near the center of the earth, near the  a rabbit hole on the banks of the Thames antipode, thickly wooded, large mushrooms, lovely between Folly Bridge and Godstow, England Wonderland gardens, beds of bright flowers, cool fountains, sub-  the looking-glass (magic item 2) stantial houses, seacoast, divided up into squares,  a train tunnel beneath Oxfordshire, England “‘Oh, you brooks and hedges, many locked doors, roses of  rowing under a bridge on the in Oxford, white and red, trains, the dream of the Red King England  beneath a grave in the graveyard of the church can’t help that,’ Inhabitants of St. Michael & All , Lyndhurst, Choose 3 each: England said the Cat: animated musical instruments, boojums, bread-  the garden of a house in Oxford, England and-butterflies, cheshire kittens, club soldiers,  an unusual equation written on a blackboard ‘we’re all mad diamond courtiers, dodos, gryphons, heart royals, in Christ Church, University of Oxford, mock turtles, rath, red pieces, rocking-horse flies, England here. I’m mad. snap-dragon flies, spade servants, snarks, talking  the mad hat (magic item 2) animals, talking flowers, toves, verbs, white pieces  a strange door that appears when sleeping You’re mad.’” in a moonlit room with a slice of cake under - Alice in Wonderland, Lewis Carroll Powers a pillow Choose 1 each:  sleeping in the Alarm Clock Bed, which Caterpillar, Cheshire Cat, the Duchess, the Hatter, dumps the sleeper into a tub of cold water to The peculiar world of talking animals Humpty Dumpty, King Common Noun, the King of wake them Hearts, King Proper Noun, the Lion, Queen Alice,  a cabinet in the back of an old furniture and where Alice found herself. Perhaps the Queen of Hearts, the Red King, the Red Queen, upholstery shop on High Street in Oxford, down a rabbit hole; perhaps on the the Unicorn, the White King, the White Queen, England White Rabbit  reading an old book of rhymes in an attic in other side of a mirror, but certainly Experience Improve Chicago, Illinois  True Name Improvements a tuba’s bell at a performance of A Midsum- near Oxfordshire. Logic and reason Choose 1 name by vote:  Add +1 to your Wisdom (maximum of +3). mer Night’s Dream  fall before the power of nonsense and Grammarland, Looking-glass House, Looking-glass  Add +1 to your Wisdom (maximum of +3). a fireplace in New York, New York that is home Land, des Merveilles, Mirlando, Orchestralia, Tower-  Add +1 to your Wisdom (maximum of +3). to a madness in the halls and gardens of land, Wonderlawn, Wonderland  Add +1 to your Wisdom (maximum of +3).  Choose a new Wonderland move. Wonderland. The Queen of Hearts  Choose a new Wonderland move. rules with ungovernable passion  You are crowned as a King or Queen of Wonderland. while the Red Queen rules with  Choose a move from a different realm book.  Choose a move from a different realm book. pedantic calm. Wonderland Moves PCs get 2 temporary moves while in Wonderland, and may unlock additional moves by improving.   e journeyed to , Cross Squares Gather Mushrooms True Name When you enter a new scene, roll the dice and add When you Gather Mushrooms in Wonderland, a place of your Wisdom. On a 10+, choose 3 results from the roll the dice and add your Wisdom. On a hit, you Description list below. On a 7-9, choose 1 result from the list gather a bunch of mushrooms. On a 10+, choose 1 below. Choose from the following results: type from the list below. On a 7-9, the narrator will  change the location of the scene choose 1 type from the list below when a mushroom  change 1 participant of the scene is consumed.   change when the scene takes place mushroom of growing taller (1) (consumed) inhabitants powers  bring an item from the last scene with you  mushroom of growing shorter (1) (con- If other players Cross Squares with you, vote on any sumed) results chosen by more than 1 player. The narrator  mushroom of healing (1) (healing con- will break any ties. sumed)  Why a Raven is Like a Writing Desk  Host a Party Gain 1 boon token when you Tell a Tall Tale that When you Host a Party, or attend a party in your doesn’t make any sense. honor, roll the dice and add your Popularity. On  Confound with Wordplay a 10+, choose 3 results from the list below and you When you Confound with Wordplay by engag- may escape Wonderland at the conclusion of the ing others in debate, roll the dice and add your party. On a 7-9, choose 1 result from the list below. Wisdom. On a hit, a number of NPCs will be  several powers of Wonderland appear at Other Moves confounded and unable to take action until you the party  cease your debate. On a 10+, choose up to a small nothing strange happens at the party ©MMXIII by Robert Burson. band of NPCs. On a 7-9, choose 1 NPC. On a miss,  time passes normally all present will be prompted into action.  there is enough food for everyone  Down the Rabbit Hole  no one goes mad When you choose an improvement, you may choose  Pool of Tears a move from the Domestic Animal storybook You may end the current scene and Cross Squares instead. by crying a Pool of Tears.