Learning the basics

So you and your Narrator have created your character card…

Alright, let’s dive into the fun part—learning how to play! In this next section, I’ll walk you through how to set up your character and their gear on the table, when to use them, and how to navigate the world of Dark Days. To keep things relatable, I’ll be using a character named Ithren Verde as our example. You might remember Ithren from the Creating Your Character and Items section—it's the card I made for my housemate, who’ll be our guinea pig for playtesting while I take on the role of Narrator.

This setup is the perfect chance to explore some hypothetical situations that could arise based on the choices my player makes and the results of their Role Play Skill rolls. So, get ready to dive into the action, because this is where things start to get really interesting!

Character placement

Here’s a play mat design I whipped up to show you how to arrange your cards. You don’t need this mat to play the game, but it’s a great way to visualize where your character and equipment cards should go. If the image seems a bit small, feel free to pop it open in a new window for easier reference.

The first thing to note is that once you’ve placed your character and their equipment on the mat, they stay put—whether you’re in combat or not. This means no fiddling around, picking up cards, mixing them up, and wasting time. You can focus on the fun parts of the game without any of that unnecessary hassle!

Before you place your character, there’s one last thing to cover. You’ll notice that the four sections on the mat are divided into two on the top row and two on the bottom. The top row is your Front Line—these characters will be closest to the enemy. The bottom row is your Back Line—these characters stay behind the Front Line.

Where you place your character, and any allies who join you, really matters. Melee enemies won’t be able to reach your Back Line until they’ve dealt with your Front Line, and the same goes for your enemies—you’ll need to take down their Front Line before your Melee characters can get to those sneaky enemies hiding in the back!

You can place your Melee and Ranged characters wherever you like, but it’s smart to consider their Base health and the gear they’re wearing before locking in their spots. Just because Mages typically have lower health doesn’t mean they always have to stay in the back. Equip them with some Meletian Steel armor, and they might just be able to hold the Front Line—taking hits while unleashing powerful spells! So, think strategically about where each character will shine best. If you pick a formation that doesn’t really work for you, change them up outside of combat and experiment.

You’ve probably noticed that the layout includes four identical sections like the one shown here. If you guessed that each of these represents your character and their gear, then congrats, you’re spot on! The Helmet icon marks where your character card goes, the Armor icon is, you guessed it, for your armor, and the Sword and shield icons show where to place your weapons, shields, and any other items you might equip in your hands.

Now, take a look at those two weapon and shield icons on either side of your character area. There are two because you’ve got the option to dual-wield weapons or mix and match items. Maybe you want to go classic with a sword and shield combo, go all-out with two daggers for a flurry of slashes, or equip a powerful two-handed weapon. Whatever your strategy, it’s all possible as long as you’ve got the right Equipment cards.

One thing to keep in mind, though—some weapons are designed to be wielded solo, like the Veletian Foil Whip. Sure, you can equip a second weapon, like a dagger, but you won’t be able to attack with both at the same time. On the flip side, daggers, as noted on their equipment cards, allow for multiple attacks. So, choose your loadout wisely!

Let’s dive into a hypothetical example using my player’s character card. My player decides to place Ithren on the Front Line, which makes perfect sense. Fencers have average base health, so they can take a bit of a beating, and since Ithren is currently on her own, putting her on the Back Line wouldn’t offer any real advantage—there’s no one up front to protect her!

When the game kicks off, the Narrator might give the player some starting equipment based on their character’s flavor text and class. In this example, I gave Ithren a Foil Whip—the weapon of choice for a Veletian Fencer. On top of that, as I mentioned in the Creating Your Character and Items section, I also created a ring that ties into Ithren’s backstory. This ring was a ‘gift’ from her mother, who left when Ithren was young and later passed away. The ring has magical properties that prevent Ithren from equipping weapons in that hand, so it’s placed on her left hand, blocking any weapon card from being added there.

However, this doesn’t mean that hand is completely useless. The player might come across shields or other items that can be placed on top of the ring card and used as normal. So while Ithren’s left hand is restricted in some ways, there’s still room for strategic choices and creative gameplay!

As Ithren is still training as a Veletian Fencer, she has yet to earn her Fencer’s Garb, and therefor does not currently have any armor equipped.

Step into the world

Your character is on the board, geared up, and ready to dive into the adventure. Now it’s time for the Narrator to flex those storytelling muscles! Every game kicks off in the capital of Viet, Al’Vie Al’Viet. This is where the tutorial takes place—a more linear storyline that’s designed to introduce the core mechanics of the game, like Role Playing Skills and Combat.

As a Narrator, it’s key to weave the players’ backstories into the reason they’re in the city. Maybe they’re longtime residents of the capital, or perhaps they’ve traveled from Meleth in the east. If you’ve got multiple players, think about whether they’ve arrived together as a group or if they’re meeting for the first time. Do you slowly feed your player’s into the story one at a time - possibly having one player meet another in a tavern or during combat?

Narrators carry the torch of world-building in this game, so it’s important to familiarize yourself with the different regions and cities detailed in the World section of this site. This will help you create a richer, more immersive experience for your players.

Every group approaches these games a little differently—some players love to fully immerse themselves by acting out their characters, using accents, and really diving into the world. Others prefer to keep things more straightforward, referring to their characters in the third person and describing how NPCs respond to dialogue rather than acting it out.

As the Narrator, it’s important to gauge how your group wants to play. Once you get a feel for their style, you’ll know how to tailor your descriptions and interactions to fit their vibe.

Let’s circle back to my player’s character, Ithren. As the Narrator, here’s how I might introduce them to the start of the game:

“It’s been a long two-day journey from your hometown, but at last, you stand before the towering South Gate of Al’Vie Al’Viet. The enormous archway looms overhead, and as you step closer, the city reveals itself—a chaotic sprawl of bustling streets and an endless sea of rooftops stretching out beneath the soft glow of the early morning light. While your hometown, Al’Vie Cel’Deni, can get lively, this city is on a completely different level.

Without even realizing it, you’re swept into the city by the tide of merchants, farmers, and carts—a strong current that pulls you onto the main street. As you move forward, the noise and energy of the city engulf you. You manage to slip out of the river of people, finding a small gap between two buildings on your left, and take a moment to catch your breath. From this vantage point, you see the South end of Coiner’s Boulevard, a vast, bustling avenue lined with merchant stalls that stretch as far as your eyes can see. Your father told you plenty about this place—he spent over a decade here as Captain of the Veletian Fencers. You instinctively tighten your grip on your pouch of gold, remembering his warnings about the pickpockets that lurk in these crowded streets.

Your thoughts drift back to your father, Veeno, and his instructions. He asked you to meet him at the Council Chambers, tucked away in the North-East corner of the city. He warned you about the sheer size of the capital—how navigating the packed streets can sometimes take an entire day from South to North. But you’re not in a rush; you’re not expected until tomorrow morning.

So, as the city hums with life around you, the question stands: What do you want to do?”

Whilst this introduction is basic, it provides:

  • Context as to where the character has traveled from.

  • A basic description of what the character sees around them.

  • Insight as to what the character is doing here - They have been asked to travel here to meet their father, Veeno Verde.

  • Reference as to where they need to be (the Council Chambers) and when (Tomorrow morning).

Now, it’s totally up to the player (or players) to choose their next move. Just like in most role-playing games, you’ve got complete freedom to decide what you want to do. In this example, my player decides to hit up a tavern—grab a drink, get a feel for the place, and maybe find somewhere to crash when night falls. As the Narrator, it’s my job to paint the scene and give some context to what the character sees and knows. This way, the world feels alive, and the player can really dive into the experience.

“As you step further into the bustling street, the boulevard stretches out before you, leading directly north into the heart of the city. The morning light catches the vibrant colors of countless market stalls, and the air is filled with the sounds of merchants calling out their wares. You know there are plenty of taverns and inns scattered throughout the capital, but your father has made special arrangements for you, in case you arrived early. A room awaits you at the Ash Prince inn, almost perfectly situated in the city’s center and just a short walk from the Council Chambers.

If you navigate through the lively, crowded stalls of Coiner’s Boulevard, you estimate you could reach the inn by midday. The journey promises to immerse you further into the city’s rhythm, offering a glimpse of what lies at the heart of this bustling metropolis.”

Role Playing Skills

In this example, the player agrees with the suggestion and decides to make their way to the Ash Prince Inn, weaving through the bustling crowds of Coiner’s Boulevard. This is a perfect chance to dive into Role Playing Skills, or RP skills for short. These are the skills you’ll use to interact with the world, mostly outside of combat. Players can use them freely, but sometimes the Narrator will trigger an RP skill check—forcing the player to react to something the Narrator has set in motion.

As the player heads down Coiner’s Boulevard, I start describing the sights, smells, and sounds they’re experiencing. The player might ask questions along the way, leading to moments like checking out stalls, chatting with NPCs, and more. But then, out of nowhere, I ask the player to roll for an Investigation check—one of the many RP skills at their disposal.

When it’s time for players to roll for an RP Skill, we always use a D20 to see how things play out. Here’s how it breaks down:

  • Roll a 1 (Tragic Failure): Not only does the attempt fail, but something downright awful happens as a result, all narrated by the Narrator.

  • Roll a 2 to 13 (Failure): The attempt doesn’t work out, but at least there’s no extra fallout.

  • Roll a 14 to 19 (Success): The attempt succeeds, and the player gets a positive outcome, which the Narrator will describe.

  • Roll a 20 (Heroic Success): The attempt goes way better than expected, leading to an amazing result, brought to life by the Narrator.

I've asked the player to roll for an Investigation check because I’ve got a sneaky pickpocket lined up, ready to swipe some gold from them. Here’s how it’ll play out:

  • If they roll a Tragic Failure: The thief gets away with 50 gold, and the player doesn’t even realize it until the thief is long gone.

  • If they roll a Failure: The thief manages to steal 50 gold, but the player catches on right away, giving them a chance to give chase—this could even lead to an exciting combat encounter!

  • If they roll a Success: The player spots the thief’s attempt and prevents the gold from being taken. They can still choose to chase the thief down if they want.

  • If they roll a Heroic Success: Not only do they stop the thief from stealing their gold, but they manage to restrain the pickpocket. Now the player has the upper hand and can decide whether to interrogate the thief, hand them over to the city guard, or something else entirely.

This setup adds a lot of excitement and keeps the player on their toes, with plenty of possibilities depending on how that roll goes!

Ithren rolls a 5—leading to a Failure. Perfect! Time to stir up some chaos! But wait a minute—I almost forgot about Ithren’s Passives. As we covered in the Creating your character and items section, the bottom of a character’s card often features passive abilities. These can be tied to their Core class or be more general, applying to all sorts of situations.

In Ithren’s case, her second passive ability, Righteous Aspirations, lets her roll twice on any crime-related Investigation, Intimidation, or Persuasion checks. And since we’re dealing with a pickpocket here, this definitely counts as a crime-based Investigation attempt. Looks like Ithren gets another shot at this—let’s see if the thief still manages to get away!

This time, Ithren rolls a 20—talk about a Heroic Success! With those odds, luck’s definitely on her side. As the Narrator, I reveal that she catches the clumsy rummaging of a would-be bandit trying to swipe a pouch of gold from her side. With lightning-fast reflexes, Ithren spins around, grabs the thief by the wrist, and throws him over her shoulder, slamming him onto the cobbled streets. Now restrained in the middle of the busy boulevard, it’s up to the player to decide what to do with this so-called ‘bandit.’

In this scenario, the player decides to talk with the thief, curious to understand what drove him to a life of crime. As the Narrator, it’s my job to improvise, so after a quick moment of brainstorming, I spin a simple backstory for the thief.

And here’s the twist—after hearing his tale of woe, the player starts to feel sympathetic and decides to try recruiting him! Totally unexpected, but hey, that’s what makes these games so exciting. Let’s roll with it and see where this unexpected alliance leads!

As the Narrator, I ask the player to roll for a Persuasion check. The player, always thinking ahead, suggests that this should count as a ‘crime-based’ Persuasion attempt since she’s trying to convince a thief to join her party and leave his life of crime behind. Honestly, it makes sense, and it’s a cool twist, so I agree—letting Ithren use her Righteous Aspirations passive once again.

She rolls a 15—so it’s a Success. But let’s not forget that Righteous Aspirations kicks in here: if the first roll is a Success, it automatically upgrades to a Heroic Success. And just like that, 10 minutes into her city adventure, Ithren has already gained her first companion—a would-be cutthroat from the Dire Alleys of Al’Vie Al’Viet!

I hand over a Cutthroat character card and a couple of Ragged Dagger cards so he can dual wield in a fight. For now, I introduce him as Drennen Lusca (it’s always a good idea for Narrators to have a list of names ready for situations like this) and let the journey continue. If Drennen sticks around and grows within the story, he might just earn his own custom card and deeper character development. Who knows where this unexpected alliance will lead!

This is where things get really creative for a Narrator—and equally exciting for the player. As you can see, even the standard enemies in Dark Days come with their own passives, just like most character cards. Take this Cutthroat character, for instance—who is now Ithren’s new ally, Drennen Lusca. He’s got the ability to summon other Cutthroats or even Brutes into battle to back him up. While this mechanic is designed to amp up the challenge for players, it’s still usable in combat—even in a wild turn of events like this one.

Now it’s up to the Narrator to think about how this plays out in the story. From an immersion standpoint, it’s all about making it feel natural and believable. Personally, I’d approach it like this:

“As you release Drennen, he picks himself up from the ground, a grateful smile spreading across his face. He brushes away the dry leaves clinging to his makeshift leathers, then eagerly reaches out to shake your hand, bowing as if he’s greeting a noble. ‘You won’t regret this, my lady—I promise you.’ His handshake is firm, perhaps a bit too enthusiastic, and after a moment, he realizes he’s held on a bit too long. He quickly apologizes, just as the crowd around you loses interest in the recent scuffle. Even the guards in the distance, who had been watching the commotion, seem to relax, resuming their slow patrol along Coiner’s Boulevard.

Drennen falls in step beside you as you start your journey north once again, leaning in to speak discreetly. ‘Look, I’m more than ready to leave this criminal life behind—I’m clearly not cut out for it. But I’ve still got some friends in the Dires. If we run into trouble, they might back us up. You know, enemy of our enemy is our friend, and all that!’ he suggests. As you continue walking, you notice Drennen give a subtle wave to two shadowy figures standing at one of the dark, nearly hidden entrances to the infamous Dire Alleys across the street. The figures wave back at Drennen casually, acknowledging the unspoken connection as you both move forward.”

And just like that, I’ve found a way to make the mechanic work within the player’s party! Even though this is just a hypothetical scenario, it shows how countless other situations can unfold, all thanks to RP skills and a character’s Passives. While RP skills are clearly defined, terms like the ‘crime-based’ element in Ithren’s card are left intentionally vague. These add-on terms are designed to encourage creative collaboration between Narrators and players.

As a Narrator, it’s your job to weigh a player’s reasoning when they argue that a check should be considered ‘crime-based’ or ‘political-based,’ and so on. But remember, you’re also within your rights to turn down these suggestions if you feel like the player’s just trying to push their luck! It’s all about finding that balance between creativity and fairness to keep the game engaging and fun.

Here’s the current lineup of RP Skills and their definitions—though we’re sure to add more as the game evolves:

  • Intimidation: Actions, whether verbal or physical, aimed at scaring or deterring enemies or NPCs from attacking or taking certain actions.

  • Persuasion: The art of convincing others through diplomacy—whether it’s flirting, bribing, suggesting, or even pleading your case.

  • Investigation: Observing your surroundings or reading another character’s expressions and body language to gather clues or insights.

  • Bartering: The skill of negotiation, not just for buying and selling but also for striking deals or setting terms and conditions.

  • Intelligence: The ability to decipher languages, analyze new threats, or make sense of unknown artifacts and items.

  • Alchemy: Knowing natural recipes for potions, salves, food, and drinks, and using that knowledge to find specific plants or ingredients.

  • Appraisal: Assessing the value of unknown items. But remember, you can only Appraise Unknown cards if your character has the Bargain Hunter passive.

  • Deception: The ability to lie or bluff, or use trickery—whether it’s a clever ruse, sleight of hand, or mental misdirection to fool others.

This is the foundation, but we’re just getting started—there’s plenty of room to grow and add more layers to the gameplay!

In the Combat Mechanics section, we will continue to use the example scenario we have discussed here, and push the story forward to provide a thorough explanation as to how combat works in Dark Days!