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Dog Eat Dog RPG aids

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Game overview
This is an abbreviated guide for playing Dog Eat Dog, a story
game of imperialism and assimilation on the Pacific Islands by
Liam Liwanag Burke. (Buy the rules using the link below!)
Together you tell the story of an island which has just been
occupied by a colonial power.
0. Set up
1. Play Scenes
Players go around the table, starting from the Occupation’s
left, taking turns starting the narration of Scenes.
2. Between Scenes …
▪ If the Occupation was in the scene, do Judgment to
award tokens based on the Rules and create a new Rule.
▪ If the Occupation was not in the scene, the Occupation
player discards 1 token.
3. Ending the game
The game ends when either the Occupation or all Natives
have run out of tokens during a Judgment.
Complete that last Judgment. If a player runs out of
tokens, they cannot get any more back during the process.
Then play out the Aftermath.
LiwanagPress.com
buy Dog Eat Dog ⇢
v1.2
Jonathan Korman
miniver.itch.io
0
Set up
1. Create the Natives and the Occupation
Fill out the Societies sheet:
Natives — Each player, in any order, creates one Trait of
the Native society, like “eat no pork”, “live in
households with extended families”, or “worship the
spirits of their ancestors”. Then, together, name the
Native people and put that in the box at the top.
Occupation — In the reverse order, each player creates
one Trait of Occupation society. Then all name the
Occupation society; put it on the Societies sheet.
Add the names to the starting Rule on the Record sheet.
2. Assign roles to players
The richest player portrays the Occupation in the story.
(Really. Do this.) Put a card saying “Occupation” in front
of them. They may create Occupation characters at will
during play.
Other players play individual Natives. Each gives their
character a name and Personal Trait (like “doctor” or
“very strong”) and puts those on a card in front of them.
3. Give each player tokens
Each Native player gets 3 tokens.
The Occupation player gets (2×Natives + 1) tokens.
Societies
0
Natives
Occupation
0
Record
The
are inferior to the
Native people
Occupation people
.
Playing a Scene
1
Set the Scene
What interesting thing is your character doing in response to
the situation? Where? When? Who else is there? It is often
good to respond directly to a previous Scene.
Play the scene
Say what happens. Ham it up! Add allies, enemies, places,
animals, and say what they do. Bring drama and action.
Use the Conflict rules when players in the Scene disagree
about what happens.
Bring in more players
If the Occupation is not in the Scene, Native players may
enter if the Native players already in the Scene invite them.
If the Occupation is in the Scene, the Occupation controls
who enters the Scene.
The Occupation may join a Scene at any point.
Exception: Natives who have Run Amok control when they
enter scenes.
Ending the Scene
The Scene ends when the players in it agree that it does.
▪
If the Occupation did not enter the Scene, the
Occupation discards 1 token.
▪
If the Occupation was in the Scene, go to Judgment.
Conflict
1
When players in a Scene disagree about what happens:
1. Negotiation
All players try to talk through the story, to find an
agreement about what happens.
Players in the Scene may drop out of the Conflict, to not
participate in later stages of Conflict if it escalates.
Any player in the Scene can escalate to …
2. Chance
Players in the Conflict name their preferred outcomes.
Each player gets 1 die, plus 1 die for each Society Trait
which supports the outcome the player wants.
If the Conflict only includes Natives, players add 1 die for
each character Personal Trait supporting their outcome.
If the Conflict includes the Occupation, then Natives’
Personal Traits do not award dice because to the
Occupation all Natives are alike.
Roll the dice. The player with the highest total narrates
what happens next. (Re-roll ties.)
Any player in the Scene can escalate to …
3. Fiat
The Occupation narrates what happens.
1
Death
Native characters who have Run Amok must die by the end
of a Scene they enter.
Native characters who have not Run Amok may still die in
Scene narration. A player in a Scene may narrate the death of
any character in the Scene and if that character’s player (or
another player in the scene) objects to the death, what
happens is resolved with the Conflict rules.
When a Native character dies, their player discards all of
their tokens, and the Occupation discards 2 tokens. If the
Occupation lacks 2 tokens to “pay” for a Native death they
cannot narrate that death in a Scene … unless Natives have a
Conflict which escalates to Fiat and the death makes sense for
the Scene and Conflict.
A Native player whose character has died no longer initiates
Scenes or participates in Conflicts, but the player still
participates in discussions which include all players, and in
decisions which all Natives make together.
Judgment
2
At the end of Scenes which include the Occupation:
1. Enforcement
For each Rule, go around the players. The Occupation
decides if the players’ characters obeyed the Rule.
If a Native character broke the Rule, their player pays the
Occupation 1 token. If this reduces the Native player to no
tokens, the Native character Runs Amok (and thus the
Occupation must discard 1 token).
If a Native character followed the Rule, the Occupation
player pays that Native player 1 token.
If any Occupation character broke the Rule, the
Occupation discards 1 token.
2. Reflection
The Native players discuss the lessons of the Occupation
behavior in the Scene.
What behaviors did the Occupation reward, punish,
model, and conspicuously avoid?
Based on this, Native players devise a new Rule and add it
to the Record sheet. (The Occupation player may comment
in the discussion but does not participate in deciding what
the Rule is.)
Running Amok
2
When a Native player runs out of tokens:
The Occupation discards 1 token immediately.
The Native character Runs Amok, invoking special rules:
▪
Their player cannot get tokens.
▪
Their player completely controls when the character
enters Scenes: they need no permission to enter a Scene,
nor can the Occupation narrate them in unwillingly.
▪
The next time the character appears in a Scene, they must
do something shockingly violent and destructive, and …
▪
The character must die by the end of this last Scene in
which they appear. The Occupation must then discard 2
tokens, as with any Native death.
▪
If the character is in a Conflict which escalates to Stage 3:
Fiat, the Occupation player does not narrate what
happens — the Native player whose character is
Running Amok does.
Aftermath
3
1. Personal epilogues
Go around the table, narrating the end of your part of the
story, starting with the Occupation.
If the Occupation has no tokens left, they must grant the
natives local autonomy.
If a Native is dead their player may, if they wish, narrate
how (or whether) survivors remember them.
If a Native has 0 tokens but is still alive, they must do
something shockingly violent and destructive and then
die, just as if they were Running Amok.
If a Native has 1-2 tokens the Occupation has left them
changed, embittered, and wounded.
If a Native has 6 or more tokens, they have assimilated
into the Occupation and adopted its values as their own.
If none of these conditions apply, you can say whatever
you want in your epilogue.
2. Island epilogue
All of the players who still have tokens collectively decide
the fate of the island and its inhabitants.
If no player has any tokens left, then nobody has any say
in the fate of the island — it remains a mystery.
The player with the most tokens at the end of the game
should play the Occupation next game …
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