Concord
Something has gone wrong in the town you actually live in, and you have to get out of it tonight.
The game
The map is the one in your head
Concord isn’t set in a fantasy kingdom or on a starship. It’s set in your town — the real one, where you know which gas station is open at 2 a.m. and which fence you can get over. The Game Master invents a reason the place has become uninhabitable. You run for a real exit.
Five points across Mind, Body and Soul. A six-sided die, rolled under. And the Cone — a consequence roll that fires after every single action you take.
- Players2+
- Length20–90 min
- PrepNone
- You needOne d6
Contents
What’s in the draft
- Three scenariosZombies, invasion, and societal breakdown — each built out in full.
- Six seedsShort premises for a game you start in five minutes.
- The Cone72 consequence entries across 17 sub-tables.
- Table packGM screen, character sheet and prep sheet, print-ready.
The engine
The grandfather of three games
Concord is the root of a shared rules engine. The Mind / Body / Soul triad it runs on turns up independently in every game we make, and everything else hangs off it — scaled up to a dice pool for the Vale campaign system, and sideways into cards for Miniatures & McGuffins.