Dru


Author
Anders Nygaard
Rules
We know almost nothing about the druids. The Romans wrote, and the
Celts did not.

But the name “druid” is associated with oak trees, kingmakers,
prophecy and magic. Druids taught that the soul wanders from body to
body, and that death is not to be feared. They are said to have been
so respected among the people that they could stand between two
armies, and stop a war.

This game is written for three or five players. Read the roles one by
one, and wait until one player has chosen a role by raising his hand
before you proceed to the next role. If you are three players, discard
one of the kingmakers, and one of the seers.

  • The first druid has created the king from the north.
  • The second druid has created the king from the south.
  • The third druid has seen what will happen if the battle stands tomorrow.
  • The fourth druid has seen what will happen if the battle does not
    stand tomorrow.
  • The fifth Druid is the guardian of the grove where you are meeting.

Tomorrow at dawn you must decide whether it is right to stand between
the two armies or not, and who should do it. Only one who knows that
he is right, that the gods are on his side, and that he can not die,
can do it and survive.

The Guardian of the Grove determines when speaking is permitted, and
who can speak, when to take breaks, when the talks should resume, and
when it is morning. During the breaks each player must tell the other
players something only his role knows. Apart from this, the other
players decides what happens during the breaks and the Guardian’s
player decides what happens during the speeches.

The game begins as the Guardian’s player describes the grove, and
welcomes the other roles. When morning comes, the player gets to tell
what happens when the druid stands between the two armies. Thereafter,
or if no one intervenes in the battle, each player narrates one of the
consequences of what has happened.

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