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How to Play

Never played Invictus before? Here's the shape of it.

01The Shape of the Rules 02Take It to the Table

This isn't the rulebook. It's a quick orientation to how Invictus actually plays.

The Shape of the Rules

I

The Shape of a Session

Not every scene runs on the same rules. Invictus moves between three rhythms, each with its own toolkit, and everyone at the table can tell which one they're in.

Ordinary Scenes

Conversation and choice

Most of the game happens here. Time is loose, questions get asked, and the story grows from what Heroes choose to do.

When Danger Bites

Turns and consequence

Once a fight or a ticking crisis starts, the game tightens. Turns are strict, dice carry weight, and every choice can cost something.

Between Adventures

Rest and pursuits

After the danger passes, Heroes recover, chase their own goals, and let the fallout of what happened settle before the next spark.

II

Rolling Dice

When a Hero attempts something uncertain or risky, roll some dice. You get one die per level in your trait, and maybe a couple more from friends and advantages. The situation might nudge the result up or down, but the result is always the highest die.

Nearly every other mechanic in Invictus builds on that one instant.

Miss

You don't get what you want, and something goes wrong.

Swing

You get what you want, but a complication comes with it.

Hit

You get what you want, cleanly.

III

Bonus Dice

A dice pool doesn't have to stop at what your trait gives you. You can add up to two more dice before you roll.

Ask an ally for help, and they can use their Will to pass you one of their dice. For a second, push yourself by exerting your own Will, or tempt fate by handing the Narrator a Fate token.

Your trait (1–4 dice)
+
Ally's Will
+
Your Will, or Fate
Reacting to danger works a little differently. If you have a resistance that fits, that bonus die is free.
IV

Difficulty and Danger

Two more things can shape a roll. Difficulty nudges a die after it lands; Danger raises the stakes before you even pick it up.

Favourable

Raise any die by one.

Your approach fits the situation, and the Narrator gives you the edge for it.

Unfavourable

Drop the highest die by one.

Your approach fights the situation, and it costs you.

When failure would actually cost something, Danger Dice join the roll too, up to three of them. They stay silent on a Hit or a Crit. On a Swing or a Miss, the highest one decides how badly it bites.

V

Resources

Four things track your Hero's state from moment to moment. Two spend down under pressure, two are earned.

Health

Health

How much punishment a Hero can take before they're out of the fight.

Will

Will

What a Hero spends to push past their limits, for themselves or an ally.

Flare

Flare

The fire that fuels a Hero's powers, fed by victory rather than worn down by use.

Luck

Luck

What turns a bad roll back in a Hero's favour, right when it matters.

Take It to the Table

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