So now that I have worked the mechanics and the cards and the boards and all those aspects of the game into something that seems usable and feasible, I am now ready to put them all together around the story elements of the game. This is supposed to be a hybrid between card/board game and scene framing/storytelling RPG after all.
The game is broken into round, which each have three turns in them (one for each player) and possibly a bonus turn for a trial. Each player’s turn also has a number of smaller parts, but should be relatively simple to understand.
When a round begins an Event Card is drawn and put into play. This is something that could effect the whole round and be part of all the character’s stories throughout the round. Then it’s time to determine who goes next. The player with the fewest cards in their hand, who hasn’t yet framed a scene yet this round, goes next. If there is a tie any one can give up a card to go next, discarding until there is a clear winner. If none of them want to give up a card, they have to decide among themselves who goes next.
A scene starts by the active player stating which of the three action types their scene will be (Rule/Law, Logic, or Underhanded) and then starting to tell the tale of what happens in the scene surrounding their character, but not limited to it. It should incorporate, at least peripherally, the current Event card in play. The story can be told in any way the player wants, first person, third person, or even as if it was a flashback about the scene. They just can’t tell specifically what the other player’s characters are doing without their approval, but they can tell about the actions of other crew.
The scene should center around some relatively small (in the greater scope of things) thing their character is doing to move suspicion off themselves, gain support for their leadership, and/or push things towards mutiny.
During a scene their may be several smaller actions their character or NPCs take that aren’t the crux of the scene. Most of these just happen as part of the narrative, but any opponent can interrupt them by playing a card of a type that could be used to interfere with or alter the action. They then have to explain what could happen (using that type) to counter that action. The active player can then play a card of a different type to counter the counter, explaining how it could avert it. No new cards are drawn for these used. There is no set limit to how many times this can happen during the scene.
The active player can also include any one of their special Item or Skill cards into their narrative (noting when they do by sliding the card forward on the table) to use and gain whatever action it causes when the time comes. This is not required and can use up the special ability, as described on the card.
Scenes should be relatively short, since there are going to be many of them during a game. Just remember they are only part of a whole story, so save some story for later on. When the story of the scene grows to the climax moment of it the scene should stop for the vote. The vote determines if the main action of the scene is a success or failure for the character at the center of it, but the active player gets to describe how the success or failure happened.
When the scene ends a number of things happen: Any special actions that happen at the end of a turn go off. Any Skill or Item cards used that take place at the end of the turn go off. All players draw two vote cards to replace the two they used for the vote (even if they didn’t have two to use). The ship counter is moved one space. The active player placed a token on their turn counter on the board. Then the next player in line then takes their turn.
If it’s the end of the round (all three players have had a turn to tell a scene) a few more things happen: Any actions that happen at the end of a round go off. All players draw 2 cards (up to 7). All turn counters are removed from the board. Check the Crew Unrest counter, if it is high enough the Mutiny happens (skipping the rest of these end of round actions and going right to the end game). If any character has 10 (or whatever I decide on) or more Suspicion a trial takes place, following those rules.
Then draw a new Event card and start the new round.