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Book of Courage

The foundational guide to forging your character, mastering gameplay, and equipping for the trials ahead.

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Welcome To Hyrule

Welcome to Heroes of Hyrule, a tabletop roleplaying game inspired by The Legend of Zelda, especially Breath of the Wild and Tears of the Kingdom. In this game, you create and play heroes who explore a dangerous land, battle monsters, solve puzzles, uncover old secrets, and help the people of Hyrule when trouble reaches their homes.

Your journey might take you across the Gerudo Desert, through Hyrule's forests, over the snowy peaks of Hebra, up to sky islands shaped by the Zonai, or down into ancient ruins hidden in the Depths. Gather your companions, choose your path, and step into a version of Hyrule shaped by your table's choices, discoveries, victories, and mistakes. Can you rescue Hyrule from the encroaching darkness, unravel ancient mysteries, and establish yourself as a true Hero of Hyrule?

Expectations

Heroes of Hyrule works best when everyone agrees that the player characters are the kind of people who step forward when Hyrule is in danger. They may come from ordinary lives, distant settlements, noble duties, criminal pasts, ancient traditions, or wandering roads, but they should have a reason to travel together and a reason to care when villages are threatened, ruins awaken, monsters gather, or old powers return.

The central premise is that this is your table's version of Hyrule. The Game Master brings dangers, discoveries, places, and problems to the table, while the players decide who their heroes are, what they risk, who they help, and how their choices change the land.

Characters should be built with adventure in mind. A farmer, merchant, courier, scholar, blacksmith, or performer can all become heroes, but each character needs a reason to leave home, face danger, and work with the group. The game works best when the heroes are curious, capable, and willing to get involved.

Getting Started

To play Heroes of Hyrule, you need a small group, the rules on this site, a way to track your heroes, at least four eight-sided dice (d8s), and at least one d4, d6, d10, d12, and d20. One person takes the role of Game Master, while everyone else creates a hero and plays through the adventure.

Game Master (GM)

The GM presents Hyrule: its people, dangers, mysteries, monsters, ruins, and consequences. The GM describes what the heroes see and hear, asks what they do, applies the rules when needed, and keeps the adventure moving.

Players

The players create and control the heroes of the story. Each player decides what their hero says, thinks, risks, investigates, fights for, and does when Hyrule puts danger or opportunity in their path.

Dice

Heroes of Hyrule primarily uses eight-sided dice, written as d8s (), for *Tests*. You should have at least four d8s, along with at least one d4 (), d6 (), d10 (), d12 (), and d20 () for tracking *Clocks* and other rules that use different dice.

Character Sheet

Each player needs a character sheet to track their hero's *Hearts*, *Stamina*, *Approaches* & *Skills*, *Gear*, *Background*, *Calling*, and *Tribe*. Since Heroes of Hyrule is designed for the web, this may be a digital sheet, a printed sheet, or whatever format works best for your table.

Miniatures

Miniatures, tokens, or a battle map can help during fights with several enemies, hazards, or moving parts. They are useful tools, but simple markers like dice, coins, or bottle caps work fine.

Session 0

Before anyone takes up a sword, enters a temple, or follows the first road out of town, the group should sit down for Session 0. This is where you decide what kind of Hyrule you are stepping into, what kind of heroes belong there, and what kind of adventure everyone wants to build together.

A Zelda campaign can begin almost anywhere: after a kingdom has fallen, before a calamity arrives, during an age of rebuilding, in the shadow of ancient machines, or in a timeline your table creates from scratch. Session 0 gives the group a chance to choose that starting point together, so the heroes feel like they belong to the same story instead of arriving from five different games with five different tones.

Use this time to talk about the premise, the era, the scale of the world, the role of magic, the level of video game logic, and the themes you want in play. The goal is simple: when the first session begins, everyone should know what kind of Hyrule they are trying to save, explore, change, or survive.

Setting the Tone

Since the first Legend of Zelda game debuted in 1986, the series has changed a lot, but many ideas appear again and again: humble heroes, ancient civilizations, sacred relics, strange tools, dungeons full of puzzles, villages in need, monsters with odd shapes, side quests, lost temples, and evil forces that return across the ages.

Heroes of Hyrule takes inspiration from those ideas and adapts them for tabletop play. Some video game elements work easily at the table. Others need the group to decide how they should function in this version of Hyrule. Before play begins, talk through the following questions.

Era of Play

Decide when the campaign takes place. Your game might happen during the Age of Calamity, the Great Calamity, after the Reawakening of the Hero, during the Upheaval, after Tears of the Kingdom, or in a new timeline made for your table.

Questions to discuss:

  • What era or timeline is this campaign using?
  • Is Link present, missing, dead, legendary, or irrelevant to this story?
  • Is Zelda ruling, researching, lost, transformed, or remembered as a figure from the past?
  • What major disaster, war, curse, or mystery defines this version of Hyrule?
  • What does an ordinary person in Hyrule know about the threat?

Realism

Zelda often runs on video game logic. Monsters vanish in smoke and leave behind parts. Heroes carry huge inventories. Puzzles exist because they are fun to solve. NPCs sometimes block access to places for quest reasons.

At the table, the group should decide how much of that logic remains.

Questions to discuss:

  • What happens when a monster dies?
  • Do monster parts appear, or do characters harvest them?
  • How much gear can a hero carry before it becomes a problem?
  • Are dungeon puzzles allowed to be strange and symbolic, or should they make physical sense?
  • Can heroes swim, climb, and travel freely while carrying armor and weapons?
  • How common is magic in the hands of heroes?
  • Are hearts, stamina, cooking, and healing treated as visible game elements or as abstractions?

Scale of Hyrule

Decide how large Hyrule feels in play. A trip from Gerudo Town to Kakariko Village might take a few days, several weeks, or longer depending on the kind of campaign you want. Measurements based on the game's map and Bird-Man Research Study place Breath of the Wild's Hyrule at roughly 31 square miles. However, that scale is clearly compressed and too small to believably contain its deserts, rainforests, wetlands, volcanic regions, temperate plains, and frozen mountains. For play, treat Hyrule as roughly 278-360 square miles, or 556-720 square miles for more believable distances and biome transitions. The smaller range is comparable to Singapore (284), Madeira (286), Hamburg (292), New York City's land area (300), Bahrain (304), Lanzarote (328), Dallas (340), Berlin (344), Fort Worth (347), and Indianapolis (362). The larger range is comparable to Oahu (597), Gran Canaria (602), Greater London (607), and Houston's land area (640).

Questions to discuss:

  • How long does it take to cross Hyrule?
  • Are roads mostly safe, dangerous, abandoned, or controlled by monsters?
  • Do the towns shown in the games represent the full map, or are there more villages between them?
  • Is Kakariko a small visible village, or a larger settlement with farms, roads, and surrounding homes?
  • Does travel focus on detailed journeys, or do you skip quickly between major locations?

Populating Hyrule

Once the scale is clear, decide who and what lives in this version of the land. Hyrule can stay close to the games, pull from across the series, or include new places and people created by the group.

Questions to discuss:

  • Which peoples are available for player characters?
  • Are Hylians, Gerudo, Gorons, Rito, Zora, and Sheikah the main peoples, or are Kokiri, Koroks, Deku Scrubs, Twili, Zonai, or others also present?
  • How many people live in each town or village?
  • Are there new settlements beyond the ones shown in the games?
  • Which monsters appear in this era?
  • Can the GM use enemies from other Zelda games?
  • Do different cultures have their own languages, or does everyone mostly speak Hylian?
  • Can heroes come from places beyond Hyrule, such as Holodrum, Labrynna, Hytopia, Koholint Island, Termina, Lorule, the Twilight Realm, or the Dark World?

Campaign Themes

Finally, decide what kind of campaign this will be. Zelda can support many styles of adventure, and choosing a few themes gives the GM and players a clearer direction.

Possible themes include:

  • Exploration of wild regions and forgotten places.
  • Heroic quests against an ancient evil.
  • Dungeon crawling, puzzles, keys, relics, and bosses.
  • Mystery, curses, masks, spirits, and eerie towns.
  • Rebuilding villages, founding settlements, or protecting a home.
  • War against monsters, raiders, Yiga agents, or corrupted armies.
  • Political conflict between kingdoms, clans, sages, or secret orders.
  • Discovery of ancient technology, Zonai ruins, Sheikah devices, or lost magic.

The group does not need to answer every question before play begins. Choose enough to give the campaign a clear shape, then leave room for discovery during the adventure.

Player Principles

These principles help everyone get the most out of Heroes of Hyrule. Use them before play, during play, and between sessions.

Discuss the Game

Talk with your group before the campaign begins and check in as the game continues. Discuss the era of Hyrule, the tone, the kinds of quests you want, the characters you are making, and what each player wants from the adventure. If something feels unclear during play, ask questions and sort it out.

Portray a Hero Worth Following

Your character should feel like someone who belongs in a Zelda story: brave, curious, flawed, and willing to act when trouble reaches Hyrule. Give them strengths, fears, habits, loyalties, and reasons to care. Let victories, mistakes, wounds, and hard choices change them over time.

Step Forward and Be Decisive

When danger appears, say what your hero does and how they do it. Climb the tower, face the monster, open the door, test the relic, speak to the stranger, or follow the strange light in the distance. Taking action means accepting consequences, and those consequences are part of the story.

Explore Hyrule and Bring Hope

Travel matters. Follow rumors, visit distant settlements, cross dangerous wilds, investigate ruins, descend into forgotten places, and help the people you meet along the way. Fight monsters, restore roads, clear shrines, recover lost knowledge, and leave places better than you found them.

Engage With the Story

Pay attention to what is happening at the table. Remember names, ask about places, care about settlements, listen to the other heroes, and build on details already introduced.

Share the Spotlight

Everyone is here to help create the adventure. Invite other heroes into scenes, ask for their help, give them chances to shine, and step back when your moment has landed. If another player has been quiet, pull their character into the action.

Respect the Table

Be on time, communicate when you cannot make it, respect other players' turns, and take the group's boundaries seriously. If certain topics should stay out of the game or happen offscreen, honor that. The people at the table matter more than any scene, rule, joke, or character choice.

GM Principles

The GM principles are what you are trying to do whenever you run Heroes of Hyrule. When you are unsure what to prepare, what to describe, or how to respond to the heroes, look here.

Portray a Living Hyrule

Present Hyrule as a place with history, culture, weather, roads, rumors, ruins, monsters, politics, festivals, old wounds, and ordinary people trying to live their lives. Let towns, temples, wild regions, and ancient places feel like they existed before the heroes arrived.

Fill the Heroes' Lives With Adventure

Bring danger, mystery, travel, puzzles, strange discoveries, hard choices, and people in need into the heroes' path. Give them reasons to climb, dive, sneak, fight, bargain, investigate, and risk something.

Make the World Dangerous and Worth Saving

Hyrule should threaten the heroes and give them reasons to care. Monsters raid roads, ruins hide old powers, storms cut off villages, ancient machines wake up, and people suffer when no one acts. Put things in danger that the heroes might want to protect.

Reward Curiosity and Clever Play

When the players inspect the statue, follow the sound, read the mural, cook the strange ingredient, talk to the old traveler, or try an unexpected plan, give them something useful. Zelda play works best when curiosity opens doors.

Ask Questions and Use the Answers

Ask the players about their heroes, their homes, their people, their memories, and what they have heard about Hyrule. Use their answers to shape NPCs, rumors, locations, threats, and future choices.

Let Choices Change the Land

The heroes' actions should matter. A monster defeated, a road restored, a shrine cleared, a village ignored, or a relic awakened should leave a mark on the world. Show the consequences of what they do and what they leave undone.

Play to Find Out What Happens

Prepare dangers, places, NPCs, and possibilities, then let the game unfold through player choices and dice results. Follow the fiction, respect the rules, and let Hyrule surprise everyone at the table, including you.

Learn To Play

This chapter explains the basic rules of Heroes of Hyrule: how play moves around the table, what your hero can do, when an uncertain action becomes a *Test*, and how *Wisdom*, *Courage*, *Power*, *Skills*, *Hearts*, and *Stamina* shape the adventure. Start with the basic flow: the GM presents the situation, you describe what your hero does, and the rules resolve moments where the outcome is uncertain and the consequences matter.

How Play Works

Heroes of Hyrule is played as a conversation. The GM describes Hyrule, its people, dangers, discoveries, and how the world responds. The players ask questions, speak and act as their heroes, and decide what they do next. The conversation moves back and forth as everyone builds on what has already happened.

When the spotlight is on you, describe what your hero does. The fiction carries straightforward *Actions* forward, while uncertain and consequential *Actions* call for a *Test*. Once a *Test* is resolved, describe how the result changes the situation and continue the conversation.

Play can focus closely on moment-to-moment action during a fight, chase, puzzle, or tense negotiation, then widen to cover hours or days of travel, recovery, preparation, or ordinary life whenever the story calls for it.

The Flow of the Game

Use the following steps to guide play:

  1. The GM establishes the situation. The GM describes where you are, what is happening, who is present, what danger is obvious, and what details seem important.
  2. Ask questions and clarify the fiction. Learn what your hero can perceive, what is within reach, what obstacles stand in the way, and anything else needed to understand the situation.
  3. Describe your Action. Say what your hero does and, when it matters, how they do it.
  4. Determine whether a Test is needed. If the outcome is already clear, follow the fiction. If the outcome is uncertain and the consequences matter, make a *Test*.
  5. Determine the Approach and Skill. Use the *Approach* and *Skill* that match what you are doing and how you are doing it, unless a specific rule tells you which to use. Your *Approach* determines whether you make a *Test of Power*, *Test of Wisdom*, or *Test of Courage*. If you have the relevant *Skill*, it grants *Advantage*.
  6. Roll and resolve the Test. Build your dice pool, roll, and use the result to determine the *Degree of Success*.
  7. Return to the story. Describe the outcome, update the situation, and continue the conversation.

Fiction First

Begin with what is happening in the story. Your hero's position, equipment, surroundings, knowledge, and method determine what they can accomplish and whether a *Test* is needed. Describe what your hero does before choosing an *Approach*, *Skill*, or touching the dice.

The fiction also establishes what your hero can accomplish from their current position. Range, visibility, leverage, equipment, knowledge, and other circumstances may require you to change the situation before an *Action* becomes possible. After the rules resolve what happens, carry that result back into the fiction before moving on.

Game Conventions

These conventions resolve common rules questions and help keep play consistent.

  • When in Doubt, Defer to the GM. The GM has the final say when a rule is unclear or when the group cannot agree on how it applies. The GM should make a ruling that fits the established situation and allows play to continue.
  • The Particular Trumps the Generic. A specific rule overrides a general rule. For example, if an ability allows your hero to ignore a particular *Condition*, that ability applies even though the general rules say the Condition affects them.
  • Always Round Down. Whenever you divide a number and the result includes a fraction, round it down to the nearest whole number. For example, *Resistance* halves *7 Damage* to *3 Damage*.
  • Only the Highest Value Applies. When multiple effects provide the same type of benefit or modify the same value, use only the highest value. For example, if one piece of equipment grants *1 Armor* and another grants *3 Armor*, you have *3 Armor*, not 4.
  • Positives Before Negatives. When positive and negative effects occur at the same time, resolve the positive effect first. For example, if your hero recovers *5 Hearts* and suffers *3 Damage* at the same time, restore the *5 Hearts* before removing 3.
  • Formatting Conventions. Important game elements are highlighted in yellow or red to draw attention during play. *Actions*, *Tests*, *Skills*, *Approaches*, and other key game terms are highlighted so they are easy to identify while reading or during a session.

Modes of Play

Heroes of Hyrule supports three *Modes of Play* that adjust how forgiving or demanding certain rules are. Choose a mode for the campaign during Session 0. Most rules function the same in every mode; when a rule changes according to the chosen mode, it will list the differences directly.

  • Adventure Mode: The most permissive mode. Rules that vary by mode favor accessibility, recovery, and greater room for error.
  • Hero Mode: A middle ground with moderate restrictions and consequences. Use this mode when you want greater pressure without making every resource or mistake especially punishing.
  • Master Mode: The harshest mode. Rules that vary by mode impose their strongest restrictions, making preparation, resource management, and consequences more demanding.

When a rule presents different versions for *Adventure Mode*, *Hero Mode*, and *Master Mode*, use only the version that matches your campaign's chosen mode. Rules that do not mention a *Mode of Play* are unaffected.

Tests

A *Test* is the game's standard dice roll for resolving uncertainty. Tests use an *Approach* and, when relevant, a *Skill*; the sections below explain when to roll, how to build the dice pool, and how to read the result.

When To Make a Test

Make a *Test* when the outcome is uncertain and the consequences matter. Straightforward *Actions* resolve as described, while obstacles beyond your hero's current position, tools, knowledge, or abilities call for changing the circumstances first.

Before rolling, establish what you are trying to accomplish and what is at stake. Each *Test* should answer a meaningful question about what happens next.

Example: Climbing a ladder in calm conditions simply happens. Climbing a rain-slick cliff while Keese circle below might call for a *Test*. A perfectly smooth shrine wall first calls for equipment, another route, or an ability that creates a way to climb it.

Making a Test

Every standard *Test* follows four steps:

  1. Describe your Action. State what you are trying to accomplish and how your hero goes about it.
  2. Determine your Approach. Choose *Power*, *Wisdom*, or *Courage* according to your method, unless a specific rule tells you which *Approach* to use. This determines whether you are making a *Test of Power*, *Test of Wisdom*, or *Test of Courage* and sets the number of d8s in your starting pool.
  3. Determine the relevant Skill and build the pool. Use the *Skill* that best matches what you are doing, or the *Skill* named by a specific rule. If you have that *Skill*, make the *Test* with *Advantage*. Apply any other *Advantage* or *Disadvantage* as usual.
  4. Roll and resolve the result. Roll the pool and use the highest die to determine the *Degree of Success*. Each 7 or 8 rolled counts as one *Triumph*. If *Disadvantage* reduces your pool to 0 dice, roll 2d8 and use the lowest die instead; only the selected die counts toward the result. Apply the result, including any benefits from additional *Triumphs*, describe how the situation changes, and continue play.

Roll a number of d8s equal to your *Approach*. If you have the relevant *Skill*, roll with *Advantage* by adding one extra d8, then use the highest die to determine the outcome.

Tests of Power, Wisdom & Courage

The *Approach* used for a *Test* describes how you act and gives the *Test* its name. A *Test of Power* uses *Power*, a *Test of Wisdom* uses *Wisdom*, and a *Test of Courage* uses *Courage*. The same goal can call for a different *Test* when your method changes.

Example: To cross a guarded courtyard, you might make a *Test of Wisdom* by studying the patrols and waiting for the right moment, a *Test of Courage* by moving through despite the immediate danger of discovery, or a *Test of Power* by forcing your way past the guards.

Who Rolls

The player whose hero takes the risk makes the *Test*. If one hero sneaks past a guard, speaks for the group, or holds a collapsing gate while everyone escapes, that hero's player rolls. The GM presents the situation and consequences, while the heroes' *Tests* determine how uncertain actions turn out. A specific rule may occasionally call for the GM to roll.

Degrees of Success

The result die determines how effectively your hero accomplishes what they attempted and what consequences follow. Each *Test* produces one of three *Degrees of Success*.

Setback — 1-5

The situation turns against you, and the GM describes the consequences. Your goal may remain out of reach, an opportunity may close, a resource may be spent, harm may follow, or a new danger may emerge. The result changes the situation and moves the game forward.

Example: You leap across the collapsing bridge but fall short, catching the edge as the shrine door closes and monsters begin climbing toward you.

Costly Triumph — 6

You accomplish what you set out to do, but with a cost, complication, reduced effect, difficult choice, or new danger. The GM describes what follows from the situation, using the guidance under *Consequences* when useful.

Example: You leap across the collapsing bridge and reach the shrine entrance, but your shield falls into the chasm as you pull yourself through the closing door.

Triumph — 7-8

You accomplish what you set out to do at full effect. The GM describes the result, including any clear benefits established before the *Test*. You overcome the immediate danger, avoid the stated consequence, and remain in control of what happens next.

A *Triumph* may provide an additional benefit from the rule being used. A *Technique*, item, ability, or another rule may provide its own additional effect. Multiple *Triumphs* may improve these results further when the relevant rule specifies how.

Example: You leap across a collapsing bridge and reach the shrine entrance before the stone door closes.

What a Test Can Accomplish

Before rolling, establish what you are trying to accomplish. A successful *Test* produces the effect that follows from your Action and the established fiction. The following are common examples rather than a complete list:

Deal Damage

When you successfully attack with a weapon, item, ability, or another harmful effect, you may deal *Your Damage*.

Change the Situation

Create a meaningful change in the fiction, such as breaking through an obstacle, escaping a restraint, hiding, reaching a better position, opening a path, or creating an opportunity.

Avoid Danger

Evade, block, resist, escape, or otherwise prevent an immediate danger from affecting you.

Learn Something

Discover useful facts, clues, answers, weaknesses, routes, or other information the situation could reasonably reveal.

Influence Someone

Persuade, deceive, intimidate, inspire, bargain with, comfort, command, or otherwise influence someone when they could reasonably be swayed.

Gain Resources

Gather *Ingredients*, *Materials*, supplies, useful objects, or another countable resource available in the situation.

Make Progress

Complete meaningful work, cover part of a journey, or move another undertaking closer to completion.

The intended result should follow naturally from what you described before the *Test*. Particularly ambitious goals may require several Actions or *Tests* when they involve separate obstacles or meaningful steps.

Measured Results

When a successful *Test* produces a countable result, such as questions answered, *Ingredients* gathered, *Materials* recovered, supplies gained, or distance covered, use the rating of the *Approach* used for the *Test* to determine how much you gain.

  • *Triumph*: Gain an amount equal to the *Approach* used for the *Test*.
  • *Costly Triumph*: Gain an amount equal to the *Approach* used for the *Test*, then resolve one or more appropriate *Consequences*. *Reduced Effect* may reduce the amount gained by 1, to a minimum of 1.
  • *Setback*: You normally gain none of the intended result, then resolve one or more appropriate *Consequences*.

*Clocks* are the exception. A Test that changes a *Clock* normally changes it by only 1 tick, regardless of your *Approach*, as described under *Clocks*.

Example: You make a *Test of Wisdom* with *Wisdom 3* while searching a ruined storehouse for useful materials. On a *Triumph*, you gather *3 Materials*. On a *Costly Triumph*, you gather *3 Materials* and resolve one or more appropriate *Consequences*. If the GM chooses *Reduced Effect* as a consequence, you gather *2 Materials* instead. On a *Setback*, you normally gather none and resolve one or more appropriate *Consequences*.

Consequences

When a *Costly Triumph* or *Setback* calls for consequences, the GM chooses one or more that follow naturally from the Action, the danger, and the established situation. The GM may apply them directly or offer the player a choice between appropriate consequences. The following are common possibilities rather than a required menu:

Loss

Drop, expend, damage, leave behind, or lose something important.

Delay

The Action takes longer than intended, an opportunity begins to close, or events elsewhere move forward.

Danger

Suffer *Damage*, gain an appropriate *Condition*, become exposed to an immediate threat, or draw pursuit.

Exhaustion

Gain *Exhaustion* when the effort, strain, or circumstances justify it.

Position

Become separated, surrounded, trapped, exposed, knocked aside, or otherwise left in a worse position.

Complication

Trigger an alarm, attract attention, reveal a new problem, cause a malfunction, or make the situation more difficult.

Clock

Change an appropriate *Clock* by 1 tick in the direction that worsens the situation.

Reduced Effect

Accomplish less than intended, gain a temporary or limited result, or reduce a countable result by 1, to a minimum of 1, as described under *Measured Results*.

Consequences may be used alone or combined when the situation warrants it. A consequence should follow from what was already happening rather than appear from nowhere, and its severity should fit the established danger. A *Costly Triumph* still accomplishes the Action's main goal, while a *Setback* turns the situation against you and moves play forward.

Asking Questions

When the result of a successful *Test* is information, you may ask the GM questions about what your Action could reasonably reveal. When the number of answers matters, use *Measured Results* to determine how many questions you may ask.

Your questions should follow from what you did. Examining tracks can reveal where something went or what passed through an area, while questioning a merchant might reveal what they want, what they know, or what they are reluctant to discuss. The questions below are examples rather than a fixed list; you may ask any question that your method could reasonably answer.

Situations & Places

  • What happened here?
  • What is likely to happen next?
  • What should I be on the lookout for?
  • What here is dangerous, unstable, or out of place?
  • What here is hidden or not what it appears to be?
  • What opportunity, route, or position could I take advantage of?

People & Creatures

  • What do they want or need?
  • What are they afraid of, worried about, or trying to protect?
  • What are they hiding or avoiding?
  • Who or what has influence over them?
  • What would persuade, reassure, provoke, or otherwise move them?
  • What are they likely to do next?

Enemies & Monsters

  • What *Weakness*, *Weak Spot*, or other vulnerability can I identify?
  • What *Resistance*, *Immunity*, defense, or protection should I account for?
  • What ability or attack poses the greatest danger?
  • What behavior or pattern can I exploit?
  • What injury, limitation, or other problem is affecting it?
  • What is it trying to accomplish or protect?

Objects, Relics & Mechanisms

  • What is this, and what is it meant to do?
  • How does it work or activate?
  • What is dangerous or unusual about it?
  • How can it be opened, disabled, repaired, bypassed, or countered?
  • What can I determine about its origin, purpose, or history?
  • What useful, valuable, or hidden feature does it have?

Searching & Investigation

  • Where is what I am looking for likely to be?
  • What signs point toward it?
  • What has been moved, removed, disturbed, or concealed?
  • Who or what has been here?
  • What clue connects what I have found?
  • What useful or valuable thing has been overlooked?

Travel & Exploration

  • Which route is safest, fastest, or easiest to follow?
  • What danger lies ahead?
  • What tracks, landmarks, or signs should we follow?
  • What has recently passed through this area?
  • Where can we find shelter, supplies, or another useful resource?
  • What nearby place or opportunity might be worth investigating?

The GM answers each question clearly and truthfully according to the established fiction. The answer may reveal something the GM had already prepared or establish a new fact that becomes true once revealed. If your method cannot reasonably answer a question, the GM tells you before it is spent so you can ask another. A truthful answer may sometimes be that there is nothing to find, when knowing that is itself useful information.

Difficulty

Every standard *Test* uses the same *Degrees of Success*. Difficulty comes from the established fiction: what your hero can attempt, what a *Triumph* can accomplish, whether circumstances grant *Advantage* or *Disadvantage*, and how serious the consequences may be.

Before calling for a *Test*, consider:

  • When does the Test matter? Roll when uncertainty and meaningful consequences are both present.
  • What makes the Action possible? Position, tools, knowledge, leverage, and abilities establish what your hero can attempt.
  • What can the Action accomplish? Your goal and method determine what a *Triumph* can reasonably achieve.
  • What is at stake? Greater danger supports more serious consequences on a *Costly Triumph* or *Setback*.

*Advantage* and *Disadvantage* adjust the dice pool when circumstances or another rule call for them. Large or complex challenges can unfold through several meaningful steps, with each new *Test* resolving a distinct change in the situation.

The same principle applies in combat, exploration, social scenes, crafting, and other parts of play. The established situation determines whether an Action is possible, whether a *Test* is needed, whether *Advantage* or *Disadvantage* applies, and what consequences may follow. Tougher enemies and harder problems are represented through their fictional position, *Hearts*, *Armor*, *Resistances*, abilities, hazards, requirements, and other rules rather than by changing the numbers needed for a *Triumph*.

Advantage & Disadvantage

*Advantage* and *Disadvantage* represent circumstances that make a *Test* easier or harder than usual. Having the relevant *Skill* grants *Advantage*. Each source of *Advantage* adds one d8 to your pool, while each source of *Disadvantage* removes one d8. Count no more than 3 sources of *Advantage* and 3 sources of *Disadvantage* on the same *Test*. *Advantage* and *Disadvantage* cancel each other one for one before modifying the dice pool. If *Disadvantage* reduces your pool to 0 dice, roll 2d8 and use the lowest result; otherwise, roll your pool and use the highest result.

Examples of Advantage

  • Attacking a Bokoblin that has not noticed you.
  • Climbing while using proper climbing gear.
  • Following fresh monster tracks through soft ground.
  • Striking a frozen enemy with a heavy weapon.
  • Searching a ruin with a map showing its hidden chambers.
  • *Aiding* another hero by holding a rope, distracting an enemy, or calling out a weakness.

Examples of Disadvantage

  • Climbing a cliff during heavy rain.
  • Firing an arrow through thick smoke or a sandstorm.
  • Sneaking past guards while carrying noisy equipment.
  • Fighting in complete darkness without a source of light.
  • Crossing deep mud while carrying a heavy load.
  • Trying to deceive someone who already suspects you.

Aiding & Interfering

To *Aid* or *Interfere* with another character's *Test*, spend *1 Stamina* and describe how you meaningfully help or hinder them while exposing yourself to the same danger. *Aiding* grants the acting character *Advantage*, while *Interfering* gives them *Disadvantage*. The character providing the *Aid* rolls the Advantage die for them, so both characters take part in the *Test*. Only one *Aid* or *Interfere* can affect a *Test*, and you may share in any danger, cost, or consequence that follows.

Opposition

When another character actively resists what you are doing, resolve the hero's Action with a normal *Test*. The opposing character's position, abilities, preparation, leverage, or other advantages may change what is possible, grant *Advantage* or *Disadvantage*, or shape the consequences. The GM does not make a separate roll unless a specific rule says otherwise.

Group Actions

When several heroes work together toward the same result, choose one hero to take the lead and make the *Test*. The others describe how they contribute, and one of them may *Aid* the lead hero as normal. The result applies to the group as the fiction allows, and anyone exposed to the same danger may share in the consequences.

Example: The heroes cross a dangerous swamp together. Marin leads the way while Tarin *Aids* by testing the ground ahead with a spear. Marin makes the *Test*, and its result determines how the group gets through the swamp and what consequences follow.

Trying Again

Before a hero makes a *Test*, the other players should decide how they are involved. They can let that hero act alone, describe how they *Aid*, or work together as described under *Group Actions*.

When the group lets one hero act alone, that result resolves the attempt. Trying again costs one level of *Exhaustion* and requires a meaningful change in *Approach*, tools, position, leverage, or risk.

The GM uses that change to determine whether a new *Test* can produce a different result; otherwise, the previous result continues to define the situation.

Example: Marin searches a ransacked chamber for clues and rolls a *Setback*. The group let her search alone, so Tarin gains one level of *Exhaustion* before trying again. He changes the method by checking beneath the overturned table, comparing muddy footprints near the window, and looking for signs that something heavy was dragged across the floor.

Approaches & Skills

Every standard *Test* uses one *Approach* and may benefit from one relevant *Skill*. Your *Approach* answers how are you doing it? and determines the size of your dice pool. Your *Skill* answers what are you doing? and grants *Advantage* when you have it.

Approaches

*Approaches* reflect the three virtues of the Triforce. They describe the manner, mindset, and intent behind what you do, determining how you attempt a task and giving the *Test* its name.

The same task can use different *Approaches* depending on how you handle it. When your method changes, the *Test* may change with it.

Skills

*Skills* describe broad fields of training and experience. Your character sheet lists the *Skills* your hero has, and a relevant *Skill* grants *Advantage* on a *Test*.

Choose the *Skill* that best matches what you are trying to accomplish. Running after a thief uses *Moving*, while following the thief's tracks uses *Exploring*. Swinging a hammer at a monster uses *Fighting*, while repairing a wagon with that hammer uses *Creating*.

Creating

*Creating* covers using craft and practical knowledge to make, repair, prepare, alter, disable, or sabotage things. This includes cooking meals, brewing potions, forging equipment, repairing damaged items, building or modifying devices, working with mechanisms, and using specialized tools.

Discovering

*Discovering* covers finding, interpreting, and understanding information. This includes noticing hidden details, examining clues, recalling knowledge, recognizing patterns, reading someone's behavior, identifying objects, deciphering evidence, and uncovering concealed information.

Enduring

*Enduring* covers physical exertion and resisting anything that threatens to overwhelm your body, mind, or spirit. This includes lifting, carrying, pushing, pulling, or holding heavy objects, as well as withstanding injury, fatigue, fear, poison, harsh weather, magical influence, pain, and prolonged strain.

Exploring

*Exploring* covers navigating, investigating, and surviving Hyrule's wilderness, ruins, dungeons, and other unfamiliar places. This includes following tracks, finding routes, foraging, identifying natural hazards, gathering supplies, searching dangerous locations, and leading others through unknown terrain.

Fighting

*Fighting* covers confronting an opponent through direct physical conflict. This includes attacking, defending, wrestling, disarming, grappling, shoving, breaking through an enemy's guard, and other combat maneuvers.

Influencing

*Influencing* covers shaping how people, creatures, and animals think, feel, or act. This includes persuading, deceiving, intimidating, bargaining, commanding, comforting, provoking, calming animals, earning their trust, and guiding their behavior.

Moving

*Moving* covers controlling your body through speed, balance, coordination, and physical technique. This includes running, climbing, jumping, swimming, sneaking, dodging, balancing, tumbling, and crossing difficult terrain.

Putting Approaches & Skills Together

Your *Skill* describes what you are trying to accomplish, while your *Approach* describes how you do it. Together they establish the relevant *Skill* and whether you make a *Test of Power*, *Test of Wisdom*, or *Test of Courage*.

  • Breaking through a monster's guard might call for a *Test of Power* with *Fighting*.
  • Waiting for the right opening in a duel might call for a *Test of Wisdom* with *Fighting*.
  • Leaping across falling ruins might call for a *Test of Courage* with *Moving*.
  • Finding a careful route through the ruins might call for a *Test of Wisdom* with *Exploring*.

When several combinations fit the situation, explain your method and the GM confirms the *Approach* and *Skill* that best match it.

Hearts, Damage & Healing

Damage and healing are tracked through *Hearts*. Every point of damage removes one *Heart*, while every point of healing restores one. *Armor*, *Damage Types*, *Weaknesses*, *Resistances*, *Immunities*, and *Bonus Hearts* can change how damage is taken or how *Hearts* are recovered.

Hearts

*Hearts* represent your hero's health, resilience, and ability to remain standing through danger. Losing *Hearts* does not always mean suffering a serious wound. It might represent a direct injury, exhaustion from avoiding an attack, a painful collision, magical corruption, or any other harm that brings your hero closer to collapse.

Your maximum *Hearts* determine how many normal *Hearts* your hero can currently have. Your *Background*, *Tribe*, and *Calling* establish your starting maximum *Hearts*, and you may increase that maximum as the game progresses. A hero's maximum *Hearts* can never exceed the game's limit of *30 Hearts*.

Your current *Hearts* cannot normally exceed the maximum *Hearts*. When you take damage, reduce your current *Hearts*. Lost *Hearts* can be restored through healing, food, rest, abilities, and other effects.

Example: A hero with a current maximum of *6 Hearts* and all *6 Hearts* remaining can take 6 points of damage before reaching *0 Hearts*, assuming no *Armor*, *Bonus Hearts*, or other effects change the damage. As the game progresses, they may increase their maximum *Hearts*, but it can never rise above 30.

Taking Damage

Each point of damage removes one *Heart*. When your hero takes damage:

  1. Determine how many points of damage the attack or effect deals.
  2. Reduce the damage by any applicable *Armor*.
  3. Apply any *Weakness*, *Resistance*, or *Immunity*.
  4. Lose one *Heart* for each remaining point of damage.

Some effects ignore *Armor* or change how damage is applied. The rule causing the damage will say when this happens.

Example: An attack deals *7 damage* to a hero with *2 Armor*. The *Armor* reduces the damage to 5, so the hero loses *5 Hearts*.

Dealing Your Damage

Some attacks, abilities, and effects tell you to deal *Your Damage*. *Your Damage* is the amount and *Damage Type* listed by the weapon, item, or ability you are using to make the attack. For example, a sword might deal *3 Physical damage*.

When you deal *Your Damage*, apply any additional damage granted by the attack, item, ability, or other rule, then the target resolves the total using the normal *Taking Damage* rules. Unless a rule says otherwise, you deal *Your Damage* only once per action, even if the attack could reasonably strike multiple targets at the same time.

Example: Your sword deals *3 Physical damage*. The target has *1 Armor*, reducing the damage to 2, so it loses *2 Hearts*.

Weak Spots & Critical Hits

Some monsters have a *Weak Spot* listed in their rules. You can intentionally target a *Weak Spot* only if your hero knows where it is and the fiction allows you to reach or strike it.

When you attack a known *Weak Spot*, make the *Test* with *Disadvantage*. This *Disadvantage* is the cost of aiming at the *Weak Spot* and cannot also be used to add another combat result. On a *Triumph*, you hit the *Weak Spot* and score a *Critical Hit*. Deal *Your Damage* + *2 damage* of the same *Damage Type* as the weapon or source of the damage.

After the first *Triumph* that scores the *Critical Hit*, each additional *Triumph* that counts toward the *Test* adds *+2 Damage*. For this rule, each die showing 6 that counts toward the *Test* counts as an additional *Costly Triumph* and adds *+1 Damage*. Dice discarded or ignored by another rule do not add damage. These additional dice do not change the *Degree of Success*.

A *Weak Spot* is different from a *Weakness*. A *Weakness* affects damage of a particular *Damage Type*, while a *Weak Spot* can be deliberately targeted to score a *Critical Hit*.

Example: You know that a monster's eye is its *Weak Spot* and aim an attack at it, making the *Test* with *Disadvantage*. After applying *Disadvantage*, you roll 8, 7, and 6. The 8 scores the *Critical Hit* and adds *+2 damage*, the additional *Triumph* from the 7 adds another *+2 damage*, and the additional *Costly Triumph* from the 6 adds *+1 damage*. If your weapon deals *3 Physical damage*, the attack deals *8 Physical damage*.

Reduced Maximum Hearts

After resolving a hit that deals at least *1 Dark damage*, reduce the target's maximum *Hearts* by 1. If their current normal *Hearts* now exceed their new maximum, reduce their current *Hearts* to match it. *Bonus Hearts* remain separate and continue to follow their normal rules.

When this reduction leaves you at *0 Hearts*, you draw your *Last Breath* as normal. If your maximum *Hearts* reaches 0 and you choose Hold On, you remain *Unconscious* until your maximum is restored to at least 1 and you recover at least *1 Heart*. The effect that reduced your maximum *Hearts* states how and when those *Hearts* become available again.

Example: You have a maximum of *6 Hearts* and currently have all 6. An attack deals *1 Dark damage*, reducing you to 5 current *Hearts*, then reduces your maximum to *5 Hearts*.

Armor

*Armor* protects you by reducing incoming damage before it removes your *Hearts*. The amount of damage reduced depends on the armor, item, ability, or effect providing that protection. *Armor* is applied before weaknesses and resistances. First reduce the damage by *Armor*, then double or halve what remains.

Example: A Moblin deals *6 Physical damage* to a hero with *2 Armor*. The *Armor* reduces the damage to 4, so the hero loses *4 Hearts*.

Reaching 0 Hearts

When you reach *0 Hearts*, you draw your *Last Breath*. Resolve *Last Breath* immediately and choose the option that applies to what is happening.

Reaching *0 Hearts* does not automatically kill your hero. You may cling to life and remain *Unconscious*, seize a final heroic moment when the situation allows it, or choose to let your hero pass on.

Example: A hero has *1 Heart* remaining and suffers *3 damage*. They lose their final *Heart* and draw their *Last Breath*. They might choose to hold on and fall *Unconscious*, or, if the battle still threatens their companions, seize the opportunity for a *Heroic End*.

Last Breath

When you reach *0 Hearts*, choose one of the options below that applies to the situation. *Last Breath* does not require a *Test*.

Hold On: You cling to life and remain *Unconscious*. You survive the immediate threat but cannot act until you recover at least *1 Heart*. If your maximum *Hearts* is 0, it must first be restored to at least 1. Once you recover at least *1 Heart*, you regain consciousness and continue play normally.

Heroic End: When you reach *0 Hearts* during combat, while facing a situation that could reasonably kill you, or while your allies remain in immediate danger, you may spend your final moments performing one heroic act. Discuss what you intend to accomplish with the GM and describe what your hero does. Your final act succeeds as far as the established fiction reasonably allows without requiring a *Test*. You might strike one final blow, hold back a threat, protect an ally, complete a desperate task, create an opportunity for others to escape, or accomplish another final deed appropriate to the situation. After the act is resolved, your hero dies.

Pass On: Your hero dies. Describe their final words, thoughts, or what becomes of them. Until the end of the session or until you introduce a new hero, you may remain in play as their spirit. When you do, gain 3 Spirit. Spend 1 Spirit to *Aid* them on a *Test* or reroll one die for them on a *Test* as your spirit watches over, guides, warns, or inspires them. Any remaining *Spirit* disappears when your spirit leaves play.

Healing

*Healing* restores lost *Hearts*, up to your maximum *Hearts*. Each point of healing restores *1 Heart* unless the effect says otherwise. *Healing* can come from food, potions, magic, abilities, rest, medical care, or other effects. *Healing* cannot restore *Hearts* lost from a temporary reduction to your maximum until the effect causing that reduction has been removed.

Example: A hero has lost *6 Hearts* and drinks a potion that restores *4 Hearts*. They recover 4 and still have *2 Hearts* missing.

Bonus Hearts

*Bonus Hearts* provide short-lived protection and might be granted by hearty meals, potions or elixirs, blessings, or abilities. *Bonus Hearts* can increase your current *Hearts* beyond your maximum *Hearts*, but they cannot increase your total number of *Hearts* beyond the game's limit of *30 Hearts*. They do not increase your maximum *Hearts*.

*Bonus Hearts* do not stack. When you gain *Bonus Hearts* from a new source, keep only the higher amount. If you already have *3 Bonus Hearts* and another source grants you 4, you have *4 Bonus Hearts*, not 7. If the new source grants fewer *Bonus Hearts* than you already have, your current amount does not change.

*Bonus Hearts* are always lost before your normal *Hearts*. Once lost, *Bonus Hearts* cannot be restored through healing. They must be granted again by an item, ability, meal, potion, blessing, or another effect.

Example: A hero has a maximum of *8 Hearts* and currently has 6 normal *Hearts*. They eat a hearty meal that grants *3 Bonus Hearts*, increasing their total to 9: 6 normal *Hearts* and *3 Bonus Hearts*. Their maximum *Hearts* remains 8. If they later receive a blessing that grants *4 Bonus Hearts*, they have *4 Bonus Hearts* rather than 7. When they take damage, the *Bonus Hearts* are lost before any of their normal *Hearts*. A hero with 28 total *Hearts* who gains *4 Bonus Hearts* gains only 2, because no hero can have more than 30 *Hearts* in total.

Weaknesses, Resistances & Immunities

Some creatures are especially vulnerable, resistant, or completely immune to particular *Damage Types*.

  • *Weakness*: After applying *Armor*, double the remaining damage.
  • *Resistance*: After applying *Armor*, halve the remaining damage.
  • *Immunity*: The creature takes no damage from that *Damage Type*.

The creature, item, ability, or effect will state which *Damage Types* it is weak, resistant, or immune to.

Weakness Example: A creature with *1 Armor* takes *5 Fire damage* and is weak to Fire. *Armor* reduces the damage to 4, then the *Weakness* doubles it to 8. The creature loses *8 Hearts*.

Resistance Example: A creature with *1 Armor* takes *9 Ice damage* and is resistant to Ice. *Armor* reduces the damage to 8, then the *Resistance* halves it to 4. The creature loses *4 Hearts*.

Immunity Example: A Fire Chuchu is struck by an attack that deals *6 Fire damage*. Because it has *Immunity* to Fire, it takes no damage and loses no *Hearts*.

Damage Types

*Damage Types* describe the source or nature of an attack. A *Damage Type* does not automatically inflict a Condition unless the rule causing the damage says that it does.

Type Description Common Sources
Dark Corruptive magical damage created through shadow, curses, Gloom, or dark power. Each hit that deals at least 1 Dark damage temporarily reduces the target's maximum *Hearts* by 1, regardless of how much Dark damage the hit deals. Big Poes, Wizzro, Gloom Spawn, Gloom-Wreathed monsters, Phantom Ganon, dark magic
Electric Electrical energy that shocks the body. It may stun creatures, disrupt their movement, or force them to drop metal equipment when an effect says so. Electric Chuchus, Electric Keese, Thunder Gleeoks
Energy Concentrated magical or technological power released as beams, pulses, or explosive blasts. Energy damage does not automatically burn, shock, or ignite objects unless an effect says so. Arrghus, Beamos, Eyegores, Guardians
Fire Heat and flame that can burn creatures and ignite grass, wood, oil, equipment, and other flammable materials. Dodongos, Fire Keese, Fire Wizzrobes, Volvagia
Ice Freezing damage that can encase creatures or objects in ice and prevent movement when an effect says so. Frost Gleeoks, Ice Likes, Frost Taluses, Ice Wizzrobes
Light Sacred or radiant energy associated with divine power, purification, and attacks against darkness. Rauru, Zelda, sacred weapons and magic
Physical Ordinary damage caused by weapons, claws, bites, collisions, falling debris, powerful winds, magical water, strong currents, high-pressure blasts, and other forms of physical force. Bokoblins, Darknuts, Lizalfos, Octoroks.
Poison Toxic damage that often continues to remove *Hearts* over time until the poison is treated or ends. Poison Wizzrobes, Skull Poison Wizzrobes, toxins

Stamina

*Stamina* represents your hero's energy, focus, and ability to push beyond ordinary effort. Your *Background*, *Tribe*, and *Calling* establish your starting maximum *Stamina*, and you may increase that maximum as the game progresses. The game's maximum is *7 Stamina*.

Spending Stamina

You must have enough *Stamina* available to pay the full cost before using an option that requires it.

You can spend *1 Stamina* in the following ways:

  • Exploit an Opening: Make an attack as a *Reaction* when a creature creates an *Opening* you can exploit.
  • Use an Unconventional Approach: When a specific rule normally calls for a particular *Approach*, use a different *Approach* that fits an unusual method. Before making the *Test*, explain to the GM how your method reflects that *Approach*. The GM may ask questions to determine whether it applies.
  • Power an Item or Ability: Use an item or ability that specifically requires *Stamina*.
  • Take an Extra Minor Action: Perform a brief interaction beyond your three normal *Actions*, such as taking something from your backpack, stowing a weapon and drawing another, or performing a similarly minor task.
  • Aid or Interfere: *Aid* or *Interfere* with another character as described under *Aiding & Interfering*.

*Techniques* may provide additional ways to spend *Stamina*. When you score a *Triumph* that allows you to use an appropriate *Technique*, you may activate that *Technique* by spending *Stamina*. Additional *Triumphs* may improve the *Technique* when its rules specify how.

For example, scoring a *Triumph* while evading an attack through movement might allow you to activate *Flurry Rush*. *Techniques*, abilities, items, and other rules may change these costs or provide additional ways to spend *Stamina*. Outside combat, you spend *Stamina* only when a rule specifically tells you to.

Running Out of Stamina

When you have no *Stamina* remaining, you cannot use an option that requires you to spend it. You may still take your normal *Actions*, including attacking, moving, using items, and making defensive *Tests* when their triggers occur. You regain access to *Stamina*-based *Reactions*, *Techniques*, items, abilities, and additional minor actions when your *Stamina* is restored.

Example: A hero has no *Stamina* remaining when a Moblin creates an *Opening*. The hero cannot spend *1 Stamina* to attack through that opening, but they can still take up to three normal *Actions* during their turn and can still make a defensive *Test* against an incoming attack.

Recovering Stamina

Spent *Stamina* remains spent between turns and is restored through rest, a potion or elixir, an item, an ability, or another effect. The rule providing the recovery states how much *Stamina* you restore. Recovery restores your available *Stamina* up to your current maximum, while effects that grant *Bonus Stamina* can increase it beyond that maximum.

Example: A hero with a current maximum of *4 Stamina* spends 2. They have 2 remaining until rest, a potion, an ability, or another effect restores some of the spent *Stamina*.

Bonus Stamina

*Bonus Stamina* provides additional energy and might be granted by meals, potions or elixirs, blessings, abilities, or items. It can increase your available *Stamina* beyond your current maximum, but it cannot increase your total available *Stamina* beyond the game's limit of *7 Stamina*. *Bonus Stamina* does not increase your maximum *Stamina*.

*Bonus Stamina* does not stack. When you gain *Bonus Stamina* from a new source, keep only the higher amount. If you already have *2 Bonus Stamina* and another source grants you 3, you have *3 Bonus Stamina*, not 5. If the new source grants less *Bonus Stamina* than you already have, your current amount does not change.

*Bonus Stamina* is spent before your normal *Stamina*. Once spent, it cannot be restored through normal recovery. Another item, ability, meal, potion, blessing, or other effect must grant it again. Unspent *Bonus Stamina* remains available until a rule removes it. Your total available *Stamina* still cannot exceed 7.

Example: A hero has a maximum of *3 Stamina* and gains *2 Bonus Stamina* from an energizing meal, giving them 5 available *Stamina*. Their maximum *Stamina* remains 3. After spending the *2 Bonus Stamina*, normal recovery can restore only their normal *Stamina*. A hero with 6 available *Stamina* who gains *3 Bonus Stamina* gains only enough to reach 7, because no hero can have more than 7 available *Stamina* in total.

Being Exhausted

Each level of *Exhaustion* reduces your maximum *Stamina* by 1. These reductions remain until the *Exhaustion* is removed. If your available normal *Stamina* exceeds your new maximum, immediately reduce your normal *Stamina* to match it. *Bonus Stamina* remains separate and is unaffected by this reduction, allowing your total available *Stamina* to exceed your current maximum up to the game's limit of *7 Stamina*. If *Exhaustion* reduces your maximum *Stamina* to 0, you fall *Unconscious* and remain so until your maximum *Stamina* increases to at least 1.

You may push yourself beyond your limits by gaining one level of *Exhaustion* in one of the following ways:

  • Before a Test: Gain one level of *Exhaustion* to make the *Test* with *Advantage*.
  • After a Test: Gain one level of *Exhaustion* to change a *Setback* into a *Costly Triumph*, before the GM describes what happens.

You can use only one of these options on the same *Test*.

Example: A hero normally has a maximum of *4 Stamina* but has gained 2 levels of *Exhaustion*. Their current maximum is reduced to 2, so they can have no more than 2 normal *Stamina* available until that *Exhaustion* is removed. Later, they gain another level of *Exhaustion* to change a *Setback* into a *Costly Triumph*, reducing their maximum *Stamina* to 1.

Concentration

Some abilities require *Concentration* to maintain their effects. You can maintain only one effect that requires *Concentration* at a time.

When you take damage or an effect could reasonably disrupt your focus, spend *1 Stamina* or your *Concentration* ends and the effect ends immediately. Your *Concentration* also ends if you become *Unconscious* or begin concentrating on another effect.

Conditions

*Conditions* are ongoing states that change what you can do or how the normal rules apply to you. A Condition describes something that is true in the fiction as well as its mechanical effects.

Your turn is the period when the spotlight is on you, whether during combat or another situation where individual actions matter. Effects that occur at the start or end of your turn therefore apply whenever the spotlight passes to you. If a Condition makes an Action impossible, you cannot attempt it until the situation changes. A Condition lasts until its stated ending condition is met or the effect causing it says otherwise. The same Condition does not stack unless its rules specifically say otherwise.

Asleep

You are *Unconscious*. You awaken if you take damage, someone deliberately wakes you, or a loud disturbance Nearby would reasonably wake you.

Blinded

You cannot see. Before you can directly target a creature, object, or position you cannot locate through another sense, you must take time to pinpoint it through sound, touch, movement, or another usable sense. In combat, pinpointing something uses an *Action*. Once pinpointed, you can keep track of it until it moves, hides, or something causes you to lose its location. All *Tests* that rely on sight have *Disadvantage*, and Actions that genuinely require sight are impossible.

Burning

At the start of your turn, either try to extinguish the flames or make a *Test of Power* to continue acting despite the pain and panic. On a *Setback*, the fire overwhelms you and you spend your turn reacting to the flames instead of accomplishing what you intended.

At the end of your turn, suffer *1 Fire damage* that ignores *Armor*. Smothering or dousing the flames, becoming *Damped*, or otherwise completely extinguishing the fire ends *Burning*.

Confused

At the start of your turn, roll a d6. The result determines what you do during that turn:

d6 Result
1 Attack: Attack the nearest creature. If several creatures are equally near, determine the target randomly.
2 Babble: You babble incoherently and accomplish nothing during your turn.
3 Flee: Move as far as you reasonably can in a randomly determined direction.
4 Drop: Drop whatever you are holding. If you are holding nothing, fall *Prone*.
5-6 Act Normally: You manage to act normally during your turn.

Damped

You and your exposed equipment are soaked with water. You have *Weakness* to *Electric damage*, and becoming *Damped* ends *Burning*. Water you spread may also leave surfaces slick; *Tests* that rely on maintaining your footing or grip on a soaked surface have *Disadvantage*. *Damped* ends once you dry off or another effect removes the water.

Dazed

You make *Tests of Wisdom* with *Disadvantage*.

Deafened

You cannot hear. Actions that require hearing are impossible. When another sense can compensate but hearing would materially help, make the *Test* with *Disadvantage*.

Debilitated

You make *Tests of Power* with *Disadvantage*.

Entangled

You are caught, bound, snagged, wrapped, or otherwise prevented from moving freely. The effect causing *Entangled* states whether you are partially or completely Entangled.

  • Partially Entangled: You cannot move from your current position. *Tests* that require freedom of movement, such as dodging, climbing, or fighting with your whole body, have *Disadvantage*. Actions that do not require the trapped part of your body remain possible.
  • Completely Entangled: Your body is substantially bound or wrapped. You cannot move or *React*, and physical Actions that require movement are impossible. You may still speak, think, and use abilities that require no physical movement.

*Entangled* ends when you break free or whatever is holding you is removed.

Frightened

You make *Tests of Courage* with *Disadvantage*.

Frozen

You are encased in ice and cannot move, take *Actions*, or *React*. The next hit that deals damage to you deals *+1 damage* and ends *Frozen*. *Fire damage* also ends *Frozen*.

Invisible

You cannot be seen through normal sight. A creature that cannot locate you through another sense must first take time to pinpoint your position before directly targeting you; in combat, doing so uses an *Action*. Once your position is known, *Tests* that rely on sight to affect you have *Disadvantage* until your location is lost again. When a *Test* is still required for you to hide or avoid notice, you have *Advantage* when invisibility would help.

Paralyzed

Your body cannot move. You cannot move, take physical *Actions*, or *React*. You may still speak, think, and use abilities that require only thought.

Petrified

You are transformed into stone. You cannot move, take *Actions*, *React*, or perceive your surroundings. You have *2 Armor* while *Petrified* and remain so until an effect restores you.

Poisoned

At the end of your turn, suffer *1 Poison damage* that ignores *Armor*. *Poisoned* lasts until the poison is cured, removed, or reaches the ending condition stated by the effect that caused it.

Prone

You are lying on the ground until you regain your footing.

  • Offensive *Tests* against you from *Close* or *Reach* have *Advantage*.
  • Your defensive *Tests* against attacks from *Close* or *Reach* have *Disadvantage*.
  • Your defensive *Tests* against ranged attacks made from beyond *Reach* have *Advantage*.

Shocked

You immediately drop anything you are holding and become *Stunned*.

Silenced

You cannot speak or use magic while *Silenced*.

Slowed

Whenever you move, you can reposition only within *Reach* of your current position. You cannot move to another *Range* unless a specific ability or effect says otherwise.

Stunned

You cannot move, take *Actions*, or *React* until the end of your next turn.

Unconscious

You fall *Prone* and cannot move, take *Actions*, *React*, or perceive your surroundings. You cannot make defensive *Tests*. The effect that caused you to become *Unconscious* states when or how you recover.

Combat

Combat begins when danger becomes immediate enough that the order of events, each character's position, and the number of *Actions* taken need to be tracked closely. The game remains a conversation during combat: the GM describes what enemies and the environment do, while you describe how your hero responds and which *Actions* they take.

Beginning and Ending Combat

When combat begins, the GM establishes who is involved, where everyone is positioned, the *Range* between important creatures and locations, which creatures are *Engaged*, and any obvious hazards, cover, barriers, or difficult terrain.

Combat ends when the immediate conflict has been resolved. This may happen when the enemies are defeated, captured, driven away, convinced to stop fighting, or left behind as the heroes escape. Once turns, *Actions*, and *Stamina* no longer need to be tracked, play returns to the normal flow of conversation.

Villainous Escapes

Defeating an enemy in combat means you have won the immediate conflict. Major or recurring villains may survive that defeat and escape to threaten Hyrule another day. Their escape should preserve what the heroes accomplished: the heroes still stopped their plan, protected what was at stake, drove them from the battlefield, claimed something they were protecting, or otherwise earned a meaningful victory.

When a defeated villain is meant to escape, the GM reveals how this happens after combat ends. The escape should remove the villain from the immediate situation and make it clear that the heroes have won. They might be carried away by an ally, disappear through a prepared escape route, trigger an ability that sends them somewhere distant, or suffer a spectacular mishap that takes them out of the story for a long while. When the GM allows a major villain to escape in this way, the heroes receive a *Blessing* in recognition of their victory.

Example: The heroes defeat Master Kohga and stop the Yiga Clan's attack. Unwilling to admit defeat, Kohga activates one last contraption, only for it to spectacularly backfire and send him hurtling far into the distance or plummeting deep beneath the earth. The heroes have unquestionably won, and while Kohga may eventually return, he will be unavailable for a long time. The heroes receive a *Blessing* for their victory.

Being Surprised

When you are caught completely off guard, you may not be able to act normally right away. The GM describes the danger, what has surprised you, and what you must do to recover. Depending on the situation, your next *Action* or *Reaction* may be made with *Disadvantage*, or you may be unable to act until the immediate moment of surprise has passed.

Surprise comes from the established situation rather than from a separate initiative rule. Once you have had a reasonable chance to recognize the danger and respond, you act normally again.

Example: While camping for the night, Marin hears a strange noise beyond the firelight and makes a *Test of Wisdom* with *Discovering* to determine what caused it. She rolls a *Setback* and fails to notice the Bokoblins creeping through the brush. Moments later, they rush the camp from the darkness. Marin is caught completely off guard, so the GM rules that she cannot use a *Reaction* against the first attack. After that attack resolves, she understands what is happening and can act normally.

Initiative

Turn order follows the unfolding situation and may change as the battle develops. The GM moves the spotlight between heroes, enemies, hazards, and other participants according to what is happening in the story. When a more consistent order is useful, the GM considers each hero's *Courage* and the established situation to determine who is most ready to act, with higher *Courage* generally acting before lower *Courage*. Position, immediate danger, surprise, and other circumstances may still affect the order. Once per combat encounter, when your turn begins, you may swap your turn with another willing ally who has not yet taken their turn this round. They act in your place, and you take the turn they would have taken later in the round.

Rounds and Turns

Combat is divided into rounds and turns. A round represents everyone involved in the combat receiving an opportunity to take one turn.

At the start of your turn:

  1. Resolve any effects that occur at the start of your turn.
  2. Describe what you do.

During your turn, take *Actions* as described under *How Many Actions?* You may end your turn whenever you choose. Your remaining *Stamina* stays available after your turn and does not automatically return when your next turn begins. At the end of your turn, resolve any effects that occur at the end of your turn, then the GM moves the spotlight to another participant. A turn organizes the flow of combat rather than isolating one character from everyone else. Attacks, movement, abilities, hazards, and other events may create opportunities for other characters to react.

How Many Actions?

During your turn, you can take up to *3 Actions*. Each *Action* represents one significant thing your hero does. You might attack an enemy, move to another position, draw or use an item, grapple or shove an opponent, search your surroundings, interact with an object, use an ability, help someone, or attempt anything else the situation allows. When an *Action* has an uncertain outcome and meaningful consequences, make a *Test* as usual.

You may take the same kind of *Action* more than once when the situation allows it. Brief speech, observing your immediate surroundings, releasing something you are holding, and similarly simple acts do not count against your *3 Actions*. Your turn ends after you take *3 Actions* that count against this limit or when you choose to end it early. You may spend *1 Stamina* to take one additional minor Action, as described under *Spending Stamina*.

Attacking & Maneuvers

Attacking, grappling, disarming, shoving, knocking an opponent down, breaking through their guard, wresting something from their grasp, and similar combat Actions use the normal *Test* rules. Describe what you are trying to accomplish and how you do it, then use the *Approach* and relevant *Skill* that match your method. *Fighting* is usually relevant when directly confronting an opponent.

When you make an offensive combat Action, establish one intended result before making the *Test*. You might deal *Your Damage*, disarm an opponent, grapple them, shove them away, knock them down, create an opening, or accomplish another maneuver the situation allows.

Before making the *Test*, you may add one additional combat result by spending *1 Stamina* or making the *Test* with *Disadvantage* if you do not already have *Disadvantage*. Both results are resolved according to the same *Degree of Success*. A specific weapon, *Technique*, item, ability, or other rule may grant additional results without this cost.

Moving in Combat

Spending one *Action* to move normally shifts you one meaningful *Range* step: between *Close* or *Reach* and *Near*, between *Near* and *Far*, or between *Far* and *Very Far*. You can also spend an *Action* to make a significant reposition at the same *Range*, such as crossing from one side of a room to another.

Small changes between *Close* and *Reach* are usually part of what you are already doing. Terrain, elevation, water, obstacles, enemies, hazards, and other circumstances may require additional movement or a *Test* when reaching the new position is uncertain and consequential.

Reactions

A *Reaction* is an immediate response to a specific event. The event that allows the *Reaction* is its trigger. Resolve the *Reaction* immediately, then return to whatever was happening. A defensive *Reaction* does not require *Stamina* unless another rule says otherwise. Other *Reactions* require whatever cost is stated by the rule, item, ability, or *Technique* that allows them.

Common *Reactions* include:

  • Making a defensive *Test* against an incoming attack.
  • Spending *1 Stamina* to attack a creature that creates an *Opening*.
  • Using an item or ability that responds to the triggering event.

Defensive Tests

When an incoming attack threatens you or someone you can reasonably protect, describe how you respond. You might dodge aside, block with a shield, parry with a weapon, dive behind cover, brace against the impact, pull an ally clear, or use another method that fits the situation. Make the *Test* that matches your method when the outcome is uncertain.

  • *Triumph*: You avoid or stop the attack and its damage and other effects. Additional *Triumphs* may improve your defensive result when a *Technique*, item, ability, or another rule specifies how.
  • *Costly Triumph*: Choose one that fits your response: halve the attack's damage and reduce its other effects when possible; avoid the attack completely and suffer another appropriate consequence; or, when protecting someone else, redirect the attack to yourself and suffer its full damage and effects in their place.
  • *Setback*: The attack hits its intended target and resolves its damage and other effects.

*Moving* is usually relevant when you evade through movement, while *Fighting* is usually relevant when you block, parry, or physically intercept an attack. Another *Skill* may apply when your method clearly relies on different training.

Repositioning While Evading

When you evade an attack through movement, your position changes as the response requires. Avoiding a sword might mean ducking, weaving, sidestepping, or rolling only a short distance, while a larger threat may force you to move much farther.

An attack that creates an Area of Effect may require you to escape the affected space rather than simply dodge in place. You might run or jump to the edge of the Area of Effect, dive behind suitable cover, leap onto higher ground, or reach another position where the attack cannot fully affect you. When your defensive *Test* allows you to avoid the attack, reposition yourself accordingly as part of that *Reaction*. How far you move follows what your response requires and what you could reasonably reach in that moment.

Openings

An opening occurs when a creature's action leaves it unable to properly guard itself against an immediate attack. The GM determines whether an opening exists by considering what the creature is doing, where it is positioned, what it can perceive, whether its weapon or defenses are ready, and which creatures can reasonably take advantage of the moment.

A creature you are *Engaged* with might create an opening when it:

  • Moves away from you.
  • Turns its attention toward another creature it is not *Engaged* with.
  • Makes a ranged attack.
  • Uses an item or interacts with its surroundings.
  • Begins an ability that requires concentration, preparation, or a lengthy motion.
  • Becomes distracted, off-balance, restrained, or otherwise unable to guard itself.
  • Takes another action that clearly leaves it vulnerable to an immediate attack.

A creature usually avoids creating an opening when it remains alert, keeps its guard raised, acts from behind suitable protection, or performs an action that allows it to continue defending itself. When a hero declares an action that would clearly create an opening, the GM tells the player before resolving it so they understand the risk.

When a creature you are *Engaged* with creates an opening, you may spend *1 Stamina* to make a melee attack against it as a *Reaction*. When you have a ranged weapon ready, you may spend *1 Stamina* to make a ranged attack as a *Reaction* when a creature within *Range* and line of sight creates a clear opening. Resolve the attack with the normal *Test* rules.

Resolving Reactions

Only one creature may use a *Reaction* in response to a given trigger. When multiple heroes could react, the players decide which hero takes the *Reaction*. When multiple enemies could react, the GM decides which enemy takes it. Once that *Reaction* is resolved, no other creature may react to the same trigger.

An attack made as a *Reaction* creates a new trigger and may be answered by one defensive *Reaction*. A *Reaction* does not create an *Opening* or trigger another offensive *Reaction* unless a specific rule says otherwise.

For example, Tarin and Marin are both *Engaged* with a Moblin. The Moblin turns away from them and begins lifting a heavy barrel to throw. Because the Moblin has turned its attention away and occupied both hands, the GM says it has created an *Opening*. Both heroes could react, so the players decide that Tarin will take the *Reaction*. Tarin spends *1 Stamina* and attacks the Moblin. Marin cannot also react to that *Opening*. After Tarin's attack is resolved, the Moblin continues its interrupted turn unless the result prevents it from doing so.

Because Tarin's *Reaction* is an attack, the Moblin may answer it with one defensive *Reaction*. That defensive response is a new trigger, not an additional *Reaction* to the original *Opening*.

Exposing Yourself to an Enemy's Attack

When a rule says that you expose yourself to an enemy's attack, the enemy immediately uses one of its attacks against you as an aggressive, hard GM move. The attack hits automatically and resolves its damage and other effects. It may also knock you down, move you, inflict a *Condition*, damage equipment, separate you from an ally, or produce another effect included in that enemy's attack.

Engaged

You are Engaged when you are actively fighting a hostile creature at *Close* range or within *Reach* and either of you can immediately threaten the other with a melee attack. You may be Engaged with several creatures at the same time. Being Engaged describes your position in combat rather than imposing a *Condition*. Actions taken while Engaged may create *Openings*. You stop being *Engaged* when neither creature can immediately threaten the other, one of you moves beyond *Reach*, an obstacle separates you, or the conflict between you ends.

Ranges & Zones

This section describes where creatures, objects, attacks, abilities, and other effects are positioned without requiring exact measurements. *Ranges* establish how far apart things are, while *Zones* describe the spaces affected by attacks, abilities, items, hazards, and other effects.

Range and Line of Effect

A weapon, item, or ability can normally affect a target within its listed *Range*, provided its method makes sense at that *Range*. A clear path must exist between the source and the target. Walls, barriers, terrain, creatures, darkness, weather, and other obstacles may impose *Disadvantage*, provide protection, block the effect, or require a different position.

The GM uses the established situation to determine the *Range* between positions and whether a target can be seen, reached, or affected.

  • Close: Immediately beside something or within arm's length. You can touch, grab, grapple, or strike it with your body or a very short weapon.
  • Reach: A short range beyond Close, usually one or two steps away. Most melee weapons can strike a target at Reach.
  • Near: Across a room, road, platform, or short section of a battlefield. You can normally reach a Near position with one *Action* spent moving.
  • Far: Across a courtyard, large chamber, campsite, or broad section of a battlefield. Reaching it usually requires additional movement or a ranged weapon.
  • Very Far: At the distant edge of the battlefield or well beyond the immediate conflict. Reaching it usually requires several movements, special transportation, or long-range equipment.
  • Out of Reach: Too far away, obstructed, elevated, hidden, or otherwise inaccessible from your current position with the weapon, *Action*, item, or ability you are using.

Zones of Effect

Some attacks, abilities, items, and hazards affect a *Zone* rather than a single target. A *Zone of Effect* may specify:

  • The *Range* at which its point of origin can be placed.
  • The size of the affected space.
  • The shape in which the effect spreads.
  • Which creatures or objects it affects.
  • How long it remains.

Every valid creature or object within the affected *Zone* is subject to the effect unless its rules specify particular targets. When a position is unclear, the GM determines whether it lies within the *Zone* based on the established scene and how the effect appears.

Zone Sizes

A *Zone Size* describes how much space an effect covers around its point of origin. It determines how many creatures, objects, and sections of the environment may be caught within the effect. The listed *Range* determines how far away the effect can be placed, while its *Zone Size* determines how much space it covers once it reaches that point.

An effect may combine its size with any *Zone Shape*. For example, a *Small* *Burst* spreads a short range around you, while a *Big* *Blast* projects across a broad part of the battlefield.

  • Small: Affects a compact space extending slightly beyond arm's length from its point of origin. It can catch creatures a quick step or lunge away from that point.
  • Moderate: Covers a confined space such as a single room, wagon, narrow passage, or tight cluster of creatures.
  • Big: Covers a broad zone such as a courtyard, campsite, large chamber, or several creatures spread across part of a battlefield.

When an effect provides no *Zone Size*, its affected space extends *Small* from its point of origin.

Zone Shapes

A *Zone Shape* describes how an effect spreads through space. The shape determines its point of origin, the direction in which it travels, and how its *Zone Size* is arranged. The effect's description determines which creatures, objects, or parts of the environment it affects.

For example, a *Moderate* *Area* fills a room around a chosen point, a *Moderate* *Burst* spreads around you, and a *Moderate* *Blast* extends forward from you.
Area

An Area fills a space around a chosen point within the effect's listed *Range*. Its *Zone Size* determines how much space it covers around that point. An *Area* might fill the ground with grasping vines, surround a group of enemies with flames, or blanket part of the battlefield with acid rain. It remains centered on its chosen point while its effect lasts, unless its rules allow it to move or spread.

Aura

An Aura radiates from you in every direction and remains centered on you as you move. Its *Zone Size* determines how far it extends around you. An Aura might surround nearby allies with healing warmth, reveal hidden creatures, shield those standing near you, or harm enemies that enter its reach. The effect states whether it applies to you, allies, enemies, objects, or everyone within it.

Barrier

A Barrier creates an obstacle within the effect's listed *Range*. You choose its position and shape within the limits of its *Zone Size*, forming something such as a pillar, wall, dome, ring, or curved shield. A *Small* *Barrier* might close a doorway, while a *Big* *Barrier* might stretch across a battlefield. Its minimum height is *Close*, and its listed size determines how far it can extend. The effect creating it determines its *Durability*, what it blocks, what can pass through it, and how long it remains.

Blast

A Blast projects forward from you in a widening cone. Its *Zone Size* determines how far and wide the cone spreads from its point of origin. A Blast might take the form of roaring fire, freezing wind, blinding light, or a thunderous shockwave. It affects creatures and objects caught within the cone while leaving you outside the affected *Zone*.

Burst

A Burst expands outward from you in every direction. Its *Zone Size* determines how far it reaches around you. A Burst might release healing energy, knock surrounding enemies away, blind nearby creatures, or disrupt magic throughout the *Zone*. It affects everything within its reach according to the effect's rules while leaving you outside the affected *Zone*. If the effect persists, the Burst remains centered on the position where it was created rather than moving with you.

Ray

A Ray travels from you in a straight line toward a chosen point or target. Its listed *Range* determines how far it travels, while its description and *Zone Size* determine the width of its path. A Ray might appear as a thin beam, crackling arc, lance of flame, stream of frost, or roaring torrent of energy. It affects creatures and objects caught along its path. Walls, barriers, creatures, and other obstacles may block, redirect, weaken, or alter it. When its width or exact path needs clarification, establish it with the GM before resolving the effect.

Clocks

*Clocks* track something that develops over several meaningful steps rather than being resolved all at once. A *Clock* might represent forging a weapon, repairing an ancient machine, deciphering a forgotten text, constructing a building, completing a ritual, enemy reinforcements approaching, a villain carrying out a plan, or another project or event that unfolds over time.

Every *Clock* has a number of ticks remaining. Advancing a *Clock* reduces its remaining ticks, bringing its outcome closer. Increasing a *Clock* adds ticks back, pushing that outcome farther away. When the *Clock* reaches 0, the project is completed, the event occurs, or the outcome it represents takes effect.

Creating a Clock

When a situation needs a *Clock*, give it a clear name describing what happens when it reaches 0, then choose a d4, d6, d8, d10, d12, or d20. The die's highest value is the *Clock*'s starting number of ticks. Choose a smaller die for something that should develop or be completed quickly and a larger die for something that should require more meaningful progress.

The size of a *Clock* represents how many meaningful steps separate the current situation from its completion, rather than the objective difficulty of each individual step. Particularly elaborate undertakings may use several *Clocks*, with completing one opening the next stage of the project.

Changing a Clock

When events bring a *Clock* closer to its outcome, advance it by reducing it by *1 tick*. When events push that outcome farther away, increase the *Clock* by *1 tick*, up to the highest value of the die being used. A specific rule may change a *Clock* in either direction when the fiction supports it.

*Clocks* do not use your *Approach* rating to determine how many ticks change. When a *Test* directly changes a *Clock*, a *Costly Triumph* normally changes it by 1 tick in the appropriate direction. A *Triumph* changes it by 2 ticks, plus 1 additional tick for each additional *Triumph*, in that same direction. A *Setback* normally makes no intended progress, though a *Consequence* may still change a *Clock* against you.

Example: Tarin is repairing an ancient machine represented by a *6-tick Clock*. On a *Costly Triumph*, the *Clock* advances from 6 to 5, with an appropriate consequence. With one *Triumph*, it advances from 6 to 4. With two *Triumphs*, it advances from 6 to 3. Later, a complication damages part of the mechanism and increases the *Clock* by 1 tick, adding more work before the repair is complete.

Tracking a Clock

Place the die chosen for the *Clock* with its highest value facing up. Whenever the *Clock* advances, turn the die down by the number of ticks removed. Whenever it increases, turn the die up by the number of ticks added. When it advances from 1, remove the die; the *Clock* has reached 0.

You may also draw a *Clock* instead. Draw a circle divided into a number of segments equal to its starting ticks and mark one segment whenever the *Clock* advances. Erase or clear a marked segment whenever the *Clock* increases. When every segment has been marked, the *Clock* has reached 0. Boxes, tally marks, counters, or another clear method work equally well.

Events & Threats

Clocks can also track events moving independently of the heroes. The GM may advance such a *Clock* when time passes, the heroes delay, an enemy succeeds at part of a plan, a consequence calls for it, or another event meaningfully brings the outcome closer. Heroes may increase the *Clock* when their actions delay, disrupt, or reverse that progress. The GM decides whether a *Clock* is visible to the players or kept hidden when uncertainty about its progress is important.

Example: The GM creates an *8-tick Clock* called The Blood Moon Rises. As ominous events occur throughout the adventure, the GM advances the *Clock* toward 0. If the heroes perform an action that meaningfully delays the ritual causing it, they might increase the *Clock* by 1 tick instead.

Actions

An *Action* is anything your hero does in the story. Actions come from the fiction and do not need to be chosen from a predefined list. You might attack an enemy, climb a wall, search a room, persuade a guard, pick a lock, disarm an opponent, grapple a monster, gather *Ingredients*, repair equipment, study an ancient inscription, or attempt an unusual plan.

When the outcome is clear, follow the fiction. When the outcome is uncertain and the consequences matter, make the appropriate *Test*. The *Degree of Success* and the effect you established before rolling determine what happens.

Long Actions

Some Actions take minutes, hours, days, or longer rather than resolving in a single moment. When the outcome is straightforward and enough time and resources are available, simply complete the work. When substantial progress needs to be tracked over several meaningful steps, use a *Clock*. When each period of work is uncertain and consequential, make a *Test* as appropriate; a successful Test changes the *Clock* according to the *Clock* rules.

Travel

Use *Travel* when you journey through the wilderness or dangerous country toward a destination and the journey itself matters. Choose your destination, establish the route, divide the journey into *Stretches*, and choose one hero to guide the group. The Guide makes a *Test of Wisdom* to determine the group's progress.

Travel Progress

A successful Guide's *Test of Wisdom* completes a countable number of *Stretches*, so use *Measured Results*:

  • *Triumph*: Complete a number of *Stretches* equal to the Guide's *Wisdom*, plus 1 for each additional *Triumph*, or arrive if fewer remain.
  • *Costly Triumph*: Complete a number of *Stretches* equal to the Guide's *Wisdom*, or arrive if fewer remain, then resolve one or more appropriate *Consequences*. *Reduced Effect* may reduce the completed *Stretches* by 1, to a minimum of 1.
  • *Setback*: Complete no *Stretches*, then resolve one or more appropriate *Consequences*. A *Travel Event* is a common consequence when appropriate to the journey.

The group may choose a different Guide before continuing the next part of the journey. *Exploring* is usually the relevant *Skill* when following roads, reading landmarks, choosing routes, keeping your bearings, avoiding difficult terrain, or finding the best way forward.

Stretches

A *Stretch* represents a meaningful portion of a journey rather than a fixed amount of distance or time. The GM determines how many *Stretches* separate the group from its destination according to distance, terrain, roads, obstacles, transportation, and the established map. A Stretch may cover hours or days when little of consequence happens.

Actions During Travel

Heroes may take ordinary *Actions* before or during the journey when the fiction allows it. Scouting ahead, foraging, investigating a landmark, speaking with travelers, hunting, gathering materials, or preparing equipment all use the normal *Test* rules rather than separate Travel Actions.

When you forage and a successful *Test* grants *Ingredients*, use *Measured Results* to determine how many you gather. When scouting or investigating produces a countable number of useful answers, clues, or facts, use *Measured Results* in the same way. Heroes are normally assumed to carry, purchase, or find enough ordinary food and water for themselves unless the fiction makes scarcity important.

Travel Events

A *Travel Event* is something significant enough to interrupt the journey and return play to the immediate situation. It might be a monster encounter, dangerous terrain, severe weather, a blocked route, travelers in need, an unusual landmark, a valuable discovery, or another event appropriate to the region. A *Travel Event* is a common consequence of a *Setback* during Travel and may also arise whenever the fiction naturally brings one into the journey.

Resolve the event through normal play, then continue the journey when the group is able to move on. An event may change the route, prevent further progress, force the heroes to stop, or create a new goal that matters more than reaching the original destination.

Danger

Every region has a *Danger* rating that represents how hazardous travel through it normally is. *Danger* influences the nature and severity of *Travel Events* and other consequences encountered there.

  • Danger 1 - Tame: Travel is generally manageable, though trouble and unexpected discoveries still occur.
  • Danger 2 - Perilous: Monsters, difficult terrain, hazards, and other threats are a regular part of travel.
  • Danger 3 - Deadly: The region is exceptionally dangerous, and serious threats can arise even along established routes.

Stopping Along the Way

The group may stop to explore a location, investigate something they discovered, pursue a lead, *Rest*, or attend to another matter. Resume the remaining journey when the group is ready to continue.

When the route is safe and familiar and nothing important is expected to happen along the way, do not use *Travel*. The GM simply describes the passage of time and moves play to the destination.

Rest

When you stop adventuring for a substantial period to recover, choose whether you make camp or rest in comfort. *Rest* does not require a *Test* when you have enough time and a place where you can reasonably settle down without immediate danger.

Make Camp

When you rest in the wilderness or another place with basic shelter and reasonable safety, restore all of your *Stamina*. Making camp does not restore *Hearts* by itself; food, medicine, abilities, and other forms of healing can restore them during the Rest.

Rest in Comfort

When you rest in a proper bed or another comfortable and secure place, first remove 1 level of *Exhaustion*, then restore all of your *Hearts* and *Stamina*. A home, inn, stable, hospital, comfortable guest room, or similar accommodation normally provides sufficient comfort.

Activities During a Rest

A *Rest* gives you enough downtime to eat, tend to equipment, talk with companions, cook, brew, craft, research, and perform other suitable activities. Resolve an activity with the normal rules when uncertainty or meaningful consequences remain. Performing these activities does not prevent you from receiving the Rest's normal benefits unless the GM determines that the activity prevents you from actually resting.

Interrupted Rest

You receive the recovery from a *Rest* once you have spent enough uninterrupted time recovering. If immediate danger forces you to abandon the Rest before then, you do not receive its recovery benefits. Any food, items, preparations, or other activities already completed remain resolved normally.

Special Accommodations

Certain inns, beds, treatments, locations, abilities, or other forms of exceptional rest may provide additional benefits. Their rules state what they grant in addition to the normal benefits of resting there.

Characters & Tribes

Meet your party: Rito, Goron, Zora, etc.

Rules & Mechanics

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Contact / Join

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