GAME
RULES
RULES
20-Sided Dice Game
Created by Justin Ware & Matthew Lillard. © 2025 Find Familiar Spirits
NPC
REQUIREMENTS TO DO BATTLE
- A single 20-sided die
- 4-6 friends (or enemies)
- An iron constitution
BEFORE YOU BEGIN
- Choose a Thieves Guild Name. Use only these names during the game.
- Pick a Personal Number from 2 to 19. Each number may only be selected by one player.
- Each player begins with five fingers, representing your lives. (If your species has fewer than 5 fingers, or none at all, you can track your lives via the letters of K-N-A-V-E.)
- Roll for initiative. (For unfamiliar apprentices, that means select who goes first.)
HOW THE GAME UNFOLDS
Upon Your Turn:
- Roll the die. Witness the result. If your environ is crowded or the firelight low, call it aloud.
- If the result is not a Special Number (see below), the other players must shout either:
a. BRAVE (if they believe they can roll higher), or
b. KNAVE if (they believe they can roll lower)
- The first player to shout BRAVE or KNAVE wins the next roll.
a. If two or more players speak in unison, the original roller decides who gets the honor. The original roller has final determination of who spoke first.
b. If no one shouts within 3 knocks on the table, the original roller chooses one player to roll, and also declares whether they must roll higher (BRAVE) or lower (KNAVE) than the original number. (So make alliances wisely, for this assignation can either be a cruelty, or a gift.) - The challenger rolls the die.
a. If they succeed (e.g. they called BRAVE and roll higher), they’re safe. The game continues off that roll (so don’t delay your call!).
b. If they fail, they lose a finger (aka one of their 5 lives). That round is over and that player rolls anew to start the next round.
c. If that was the player’s last life and they’re out, the next clockwise player takes over the die.
SPECIAL NUMBERS
- 1 – GRAVE: Sorry, friend, you are instantly dead no matter how many fingers you have left. (Others, feel free to yell it out.)
- 20 – STAVE: Huzzah! Every player but you loses a finger. You roll again.
-
Personal Number: If someone’s personal number is rolled:
• That player immediately takes control of the die.
• They choose who rolls next and whether that roll must be BRAVE (higher) or KNAVE (lower).
• Strategy tip: When choosing your number, select one like 3 or 17 if you want to force a difficult save, or 10 or 11 if you prefer the odds to be more even. In essence: how insidious do you want to be? (The personal number 2 is called Severn’s Noose for this very reason, since it’s a no-win situation for a challenger – but choosing it means embracing the villain role.)
OTHER VITAL RULES TO KNOW
- Repeat Rolls: If a challenger rolls the same number as the original roller, the die "bounces back.” The original roller must now roll BRAVE or KNAVE based on the previous call.
- Challenge Roll Meets a Personal Number: If someone rolls a Personal Number during a challenge, they still succeed or fail based on the BRAVE or KNAVE call. However, the owner of the Personal Number still takes control for the next turn.
LOSING FINGERS (AND WINNING THE GAME)
- VERY IMPORTANT: Once you lose a finger, you can no longer roll with that finger and you must grip the die only with the fingers that remain.
- After you’ve lost all 5 fingers, you’re out.
- The last player with remaining fingers wins. Honor is restored. Celebrate your good fortune with a toast!
PLEASE SHARE YOUR BRAVE OR KNAVE ANTICS WITH US!
We’d love your feedback, any local variations, pics and videos. Please share on our Quest’s End socials, or email them to us at questsendwhiskey
@findfamiliarspirits.com.