Vessel is an adventure game in which you and the other players make a story together. One player will be The Guide, an important role that operates the setting, villains, shopkeepers and locations of the story. The other players will be The Characters, the heroes (or villains) of your story.
Together, you will make an adventure.
A PDF of these rules, character sheet, and a printable game piece are below. If you would prefer an App instead of a game piece, you are welcome to use the app below instead:
https://vessel-board-game.flutterflow.app/board
If you would like to learn how to be a Guide for an adventure, please contact us HERE for additional instructions.
HOW TO PLAY
VESSEL: THE ADVENTURE GAME
1. The Guide Player describes the setting.
2. The Character Players decide what they want to do.
3. The Character Players pull from their Vessel.
4. The Guide Player describes their success or failure.
The Guide will say “Pull with Body, Mind, or Heart.” Check your
Score with that kind of Pull.
Pull a number of Tags randomly from your Vessel equal to your
Score.
Look at your Tags and count up the total number of Successes:
• If a Tag matches the Pull : 2 Successes.
• If a Tag doesn’t match the Pull AND isn’t a Failure Tag: 1
Success.
• If the Tag is a Failure Tag: 0 Successes.
Report your total number of Successes to the Guide. If you get
enough Successes, you succeed! If you don’t, you fail.
If your Skill applies to a Pull, you can add your score in that Skill to the
Pull. Skill Tags can count for 2 Successes if pulled during an applicable Pull.
If your Penalty applies to the Pull AND you Pull the Penalty Tag during
the Pull, subtract one Success from your total Successes for each
Penalty pulled. Otherwise, treat a Penalty Tag like a Failure Tag.
Your group goals and personal goals are things your Characters want to
achieve. Whenever you achieve one of your goals, you get a Mote.
Motes are a resource for your Character and can be exchanged for 1
Success during any Pull.
Todd wants to open a locked door. The Guide decides he will need three Successes and tells Todd to “Pull with Body.”
Todd has a Score of 3 in Body, no useful Skills and an “Injured Leg” Penalty. He pulls three Tags at random from his Vessel. He pulls a Body Tag, a Heart Tag, and a Penalty Tag.
The Body Tag counts as 2 Successes because opening a door uses your physical body so this Tag matches the Pull. The Heart Tag counts as one Success as, while it’s not a Body Tag, it isn’t a Failure Tag, so it still counts as one Success.
If he had a Skill like “Doorman,” he could have applied it here to pull one more Tag at Random, even getting 2 Successes if he pulled exactly a Skill Tag. Unfortunately, instead, he has the Penalty “Injured Leg” which applies here as he needs his leg to push AND he pulled a Penalty Tag. So he must subtract 1 Success, making his total 2 Successes.
Todd decides that opening the door is very important and uses one of his Motes. This raises his total to three Successes, and he is able to open the door!
This place is for you to write your Character’s name. The Adventure
Title is the name of this particular adventure.
Every Character starts with B:1 H:1 M:1 F:4 with no skills and 2
Experience Points (Exp) at level 1. By adventuring, Characters “Level Up” and
gain 1 Exp per level. Levels go from 1 - 10.
Characters can spend Exp to gain additional Tags. It costs 2 Exp.
points to increase a Score to 2, 3 Exp. points to raise a Score 3, and so
on. Skills are twice as expensive.
Just a fun place to draw a picture of your character!
This number equals your Body Score plus any defenses. If a Challenger
wants to hurt you, this is the number of Successes they will need to
add one Failure Tag to your Vessel. If they double this number, you receive
two Failures Tags instead.
You start with 4 Failure Tags. You gain Failure Tags by damaging your Vessel.
Keep track of how many Failure Tags you have in the “current” score
section. Your Character dies if you ever have twice as many Failure Tags
as successful ones (Death).
This number is the total number of all Tags in your Vessel to start.
Things you brought with you or found along the way. Weapons and
armor will have a (+x/+x) section. The first X shows how this item
alters Body Targets and the second shows how it changes the number of
Failure Tags given after a Body Target has been reached.
This is where you track how much money you currently have available.
Mark it up or down as acquired or used.
Vessel Pulls are when a character must use all of their Scores
at once. They always pull three tags at random and may add
relevant Skills.
Healing a broken leg, for example, requires Body to hold the
leg still, Heart to calm the person down and Mind to
remember how to properly set it. This would be a Vessel Pull.
If a situation arises where time is a factor, the Guide and
Character Players will take turns acting. To decide who goes first, both
sides do a Vessel Pull with the Guide Player deciding if any relevant factors add or subtract from the Pull. The Character Players can decide to pull from the Guide’s Vessel or one of theirs.
The Characters and Guide then take turns with all the Character Players acting together and the Guide Player acting as all parts of the setting.