Salt Lake City
First of all, thanks to Joe Rogers for coming up the the dixit hybrid idea. I think it is just what this game needs.
This variant is very different from Joe's, which you should check out if you have not. That being said, here is my version of the variant:
Choose a scenario and Grimm.
Each player (other than the Grimm) are given 6 dixit cards and a character. The item cards are not used. The quill tokens are not used. The object of the game is to run out of cards, and end the story.
The Grimm begins by either reading the prologue of the scenario, or making one up himself. After any accepted proposal, the Grimm is allowed but not obligated to add to the story however they see fit.
Play begins with the player on the left of the Grimm. On your turn you first play any card from your hand. You then must make some contribution to the story, which must further the plot of the story, have some connection to the card which you played, and have some connection with your character. This can be as creative as you like, and it is up to the Grimm to decide whether or not he thinks that you have used your card appropriately. If the Grimm accepts your proposal, you discard the card and DO NOT draw another, leaving you with 5 dixit cards left. If the Grimm does not accept, then you discard the card and draw another to replace it. In this way, it will get harder and harder to make the story go along with your card as you will have fewer and fewer of them as the game goes on.
To be perfectly clear, your contribution to the story does not necessarily have to have the items in on your card. For instance a picture of a boy fighting a dragon could be used for any fight or monster in the story. A picture of a slide in the sunshine could be used for the group of adventurers falling into a trap and sliding into a dungeon. You could even just use the emotion showed in the card or the setting of the card, or even some little detail on the card. Be creative with using the cards, but don't be too vague. It is ALWAYS 100% up to the Grimm to decide whether your contribution is fair. Different Grimms may accept different sorts of proposals. Always keep the Grimm's personality in mind.
Play passes to the left. After each accepted proposal, the Grimm may add to the story if they wish to turn it in a different direction. You may want to use the given scenarios as a guide. Unaccepted proposals never become part of the story. All accepted proposals DO become part of the story, so the story always continues forward.
Keep track of who went first. If ever after the last person to play's turn (the person to the right of the Grimm) 2 or more people have a single card left over, they all have a chance to finish the story. Each one draws one more card, and out of those 2 cards must play 1 and come up with an ending. Whoever's ending the Grimm likes more (and fits with the played card) is the winner of the game.
If at the end of any round (player to the right of the Grimm just played) you are the only player with a single card, you yourself draw a single card and try to make up an ending out of one of the 2 of them. If the Grimm accepts, then you win, otherwise you discard the played card (and thus have 1 card left again). Your turn is skipped this time around. (Your turn will always be skipped, but you will always have a chance to win at the end of the round)
When there are 2 or more players attempting an ending, the Grimm must choose the best one, he cannot refuse to accept them all.
- Last edited Mon Feb 13, 2012 2:10 am (Total Number of Edits: 7)
- Posted Sun Feb 12, 2012 1:35 am