75% found this document useful (4 votes)
4K views208 pages

Deathmatch Island - Backer Preview Edition

Uploaded by

NNova
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
75% found this document useful (4 votes)
4K views208 pages

Deathmatch Island - Backer Preview Edition

Uploaded by

NNova
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 208

Tim Denee

Deathmatch
Island
Backer Preview

Deathmatch Island Orientation 001


An Evil Hat Productions Publication
www.evilhat.com • feedback@evilhat.com
@evilhat.bsky.social on Bluesky
facebook.com/EvilHatProductions
In association with Old Dog Games
www.olddog.games
@olddog.games on Bluesky
Deathmatch Island
Copyright ©2023 Tim Denee and Evil Hat Productions
All rights reserved

The law of fair use gives you significant rights to quote, critique, and
innovate on this work and to print selections for personal use.
For those working at a copy shop and not at all sure if this means the
person standing at your counter can make copies of this thing, they
can. This is “express permission.” Carry on.

Deathmatch Island uses the PARAGON system,


©2020 John Harper & Sean Nittner.
Visit agon-rpg.com for more information.
Credits

Tim Denee
Game design, writing, graphic design, layout, and illustration

Karen Twelves
Editor

Sadie Neat
Indexer

James Mendez Hodes


Cultural Consultant

John Harper and Sean Nittner


System Consultants

Greg Soper
Development Consultant

Chris Hanrahan
Business Manager

Sophie Lagacé Sean Nittner


VTT Developer Project Manager

Tom Lommel Fred Hicks


Marketing Manager Product Developer

Simon Brunton, Sam Edwards, Michael Gray, David Tosh


Primary Playtesters

Playtesters
A Master Potato, Alex Eden, Amanda Mullins, Anjali Kai, Ben Mansky, Bryan Dormaier,
David Hollins, deanopalooza, Denise Atwood, Elliott Rawson, Erik Eliason,
Gaz Bowerbank, Geremy Carnes, Jason Cotton, Jonathan Wilder, Laurence Woodcock,
Marley Hannan, Matt Miller, Pete Atkinson, Rodney Leeson, Sarah Bolling,
Shaun Ramsey, Stefan Turchiarelli

Thanks
Kēmu Whakatau O Aotearoa (KiwiRPG) and the AGON discord
PLACEHOLDER FOR FINAL ART
Contents

Orientation Deadly Games on Mysterious Islands REDACTED

Cycle of Play REDACTED

Differences from AGON REDACTED

Competitor Registration Creating a Competitor REDACTED

Occupations REDACTED

Names REDACTED

Distinguishing Features REDACTED

Contests Contest Overview REDACTED

Phase Two REDACTED

Between Islands REDACTED

Personal Development Followers, Fatigue, Injuries and Advances REDACTED

Team Building Trust, Advantages, and Acquistions REDACTED

Tips for Competitor Players REDACTED

Production Preparation REDACTED

Theory Crafting and Using Theory Points REDACTED

Further Seasons REDACTED

The Voice of Production REDACTED

One-Shot Mode REDACTED

Production Guidance REDACTED

Example of Play REDACTED

Casts and Islands Cast A: On the Dynamics of Applied Authority REDACTED

Cast B: Three Defences of Coerced Conflict REDACTED

Cast C: A Cyclical Theory of Competition REDACTED

Cast D: Towards a Great Evolution REDACTED

Island One REDACTED

Island Two REDACTED

Island Three REDACTED

End Game The End REDACTED

Standoff REDACTED

Standard End Game REDACTED

REDACTED End Game REDACTED

Appendix REDACTED
006 Orientation Deathmatch Island
Orientation.

Deathmatch Island Orientation 007


01

Deadly Games on
Mysterious Islands

Deathmatch Island is a fast-paced game about a deadly game


show on a mysterious island chain. The competitors don't know
how they got here. They have been selected and recruited, forced
to risk their lives in a deadly series of games for the vague promise
of a big reward for the sole survivor.

Hustle or Die
Deathmatch Island explores the idea of a cruel system that uses
paranoia and competitiveness to turn competitors against one
another, and whether those victims will ultimately destroy each When we tell you
other or build the solidarity needed to smash the system together. Play to WinTM, we have
your best interests at
One player takes the role of Production, the invisible hand behind heart. Please follow
the ruthless proceedings. The rest of the players are competitors, all official advice—
a random collection of everyday people with a hazy memory of we only want to see
their life before the game. you thrive!

If competitors suffer enough Fatigue and Injuries, they will die. They
have two key resources that will help them to survive: Acquisitions
that they find on the island, and Trust that they build with each
other.
Ultimately, the competitors will progress through three islands until
only a handful are left alive. Having made it to the End Game, the
final test is revealed. Are they going to Play to Win, or try to Break
the Game? This is what everything has been building towards.
Production wants them to Play to Win—it's the slogan of the game.
Hustle and grind, perform and earn followers, monetize your pain,
defeat your friends, and emerge the sole winner.
But maybe, just maybe, if they put real faith in their team despite the
risk of betrayal, and work together, they can find a way to stop this
grotesque game once and for all...

008 Orientation Deathmatch Island


Content
The action described in Deathmatch Island should be reasonably
grounded (this isn't a game about epic heroes of legend, but
everyday people in an extreme situation). That said, it is also a
Production prides
cinematic experience and you shouldn't feel too constrained by
itself on offering an
equal deathmatch
“realism.”
experience to every Deathmatch Island contains themes of violence and death, as
single competitor. suggested by the title and premise. There are a few different dials
Racism, sexism,
offered to help manage content and tone in your game to suit
ableism, and other
bigotries will not everyone present. Discuss these before you begin, with the whole
be tolerated. It is group.
important that all
competitors can Non-Lethal Mode
kill and die without Deathmatch Island can be played in a non-lethal mode that avoids
discrimination.
graphic violence and death but keeps the unsettling mystery of the
game. Read page XX for more details.

Safety Tools
The Pause Card (page XX) is a core part of the Deathmatch
Island rules and provides a basic safety tool. Other safety tools are
discussed on page XX.

Cooperative Mode
Deathmatch Island is designed to be played through multiple
times (each run is called a season). The default assumption is
that the first season will involve more competition between player
competitors (PCs), and then later seasons will enter New Game+
(page XX), where the competitors are openly working together
to dismantle the whole thing. If you would rather not have the
competitive elements at all, you can skip straight to New Game+
for a purely cooperative experience from the start.

Deathmatch Island Orientation 009


The Game

Deathmatch Island is a fast-paced game about a tense, thrilling


competition. It uses the Paragon System from the AGON
roleplaying game (by John Harper and Sean Nittner), designed to
be simple to learn and easy to use. If you're already familiar with
AGON, see page XX for a summary of the major differences.

Simple Characters and Mechanics


Characters in the game are simple, with only a few traits, so they’re
quick to create and easy to play. Players don’t need to digest a lot
of rules before they jump in to the game. Each mechanic can be
learned as it comes up in play, with system mastery developing
naturally over time. So if your competitor falls into a volcano,
creating a replacement should be easy and painless (unlike falling
into the volcano).

Punchy Location-Based Action


Each session or two of the game covers one island. There are
three islands per season. The islands and Casts of non-player
characters are covered in detail later in this book, so very little
preparation is required to play. An island can be completed in three
to four hours.

One-Roll Resolution
Each scene in the game revolves around a contest—a moment of
tension where the competitors have to overcome an obstacle. To
resolve a contest, everyone rolls dice together. The results of the
contest determine all the outcomes at once—which side gets their
way, who gets the most new followers, and who fails.
The result of a contest is final—the situation is resolved and we
move on to a new obstacle and the contest to overcome it. In
Deathmatch Island, you don't linger over things—you face the
obstacle and then move on, win or lose.
One-roll resolution gets everyone involved in the action and keeps
the pace of the game high. As soon as trouble arises, the group
meets it head-on.

010 Orientation Deathmatch Island


The Players

Deathmatch Island is a game for three to six players (four is


ideal). One of you takes the role of the Production Player—you
present the mysterious islands and their deadly obstacles to the
competitors. The rest of you are Competitor Players—you each
Deathmatch Island portray a competitor who plays to earn followers, survive the
is committed to game, and maybe even put a stop to all this.
transparency at all
levels. Your security
and comfort are The Competitor Players
important to us.
When you're a Competitor Player, you create and portray an
If you ever need
help or wish to
everyday person who has been dropped into a strange and scary
ask a question, game, their memory vague about how they got here. Your job
simply is to make your competitor relatable, compelling, and human—
someone whose fate we care about in this lethal competition.
.
A Competitor Liason You will forge relationships with your fellow teammates, negotiate
Agent will contact you alliances with other competitors, compete in deadly contests, earn
immediately. rewards, and make your way towards a thrilling end game. Along
the way, you'll narrate flashbacks to your competitor's mysterious
past, giving everyone insight into what motivates them in the
present.

The Production Player


When you're the Production Player, you don't play a protagonist.
Instead, you present a dangerous game show on a mysterious
island to the other players so their competitors can contend with
its challenges. You portray the non-player competitors (NPCs) and
members of Production that they'll encounter, and describe the
places they visit. The islands and non-player Casts are included in
this book—with locations, twists, and challenges for you to use.
The Production Player is like a guide and a referee. You point out
the interesting and challenging features that the competitors
come across and help adjudicate contests to find out what
happens next.
For more about being the Production Player, see page XX.

Deathmatch Island Orientation 011


The Dice
Five kinds of dice are used in the game: d4s (four-sided dice), d6s
(six-sided), d8s (eight-sided), d10s (ten-sided), and d12s (twelve-
sided).
Each Competitor Player needs at least one die of each size, but Polyhedral random
it’s best if each player has 1d4, 3d6, 3d8, 2d10, and 1d12. The number generators
Production Player should have multiples of each die size to use for can behave
opponents as well as for bonus dice when the players need them. erratically on our
islands due to
Key traits of the competitors and their opponents are rated magnetic inteference
with dice. Your competitor might have a Name die of d6 and a from THE FIELD.
Deathmatch Capability of d8. An opponent might have a Name But never blame
die of d10 or the the trait Aggressive rated at d8. The bigger the die luck—own your
size, the more powerful the trait. failures.

Touchstones
The following are some of the media that inspired
Deathmatch Island.

→ Battle Royale — 2000 movie directed by Fukasaku Kinji.


→ Squid Game — TV series created by Hwang Dong-hyeok.
→ The Hunger Games — Novels by Suzanne Collins.
→ Deathloop — Video game by Arkane Lyon.
→ Survivor — TV series by Mark Burnett, Charlie Parsons, Jeff
Probst, et al.
→ LOST — TV series by J.J. Abrams, Jeffrey Lieber, Damon
Lindelof, et al.
→ Severance — TV series by Dan Erickson, Aoife McArdle, Ben
Stiller, et al.
→ The Prisoner — 1967 British TV series by Patrick McGoohan,
David Tomblin, et al.
→ PUBG: Battlegrounds — Video game by PUBG Studios.
→ Control — Video game by Remedy Entertainment.
→ The White Lotus (Soundtrack from the HBO® Original Limited
Series) — Album by Cristobal Tapia de Veer.

012 Orientation Deathmatch Island


PLACEHOLDER FOR FINAL ART

Deathmatch Island Orientation 013


Cycle of Play

Deathmatch Island is played in a particular sequence, starting with


Competitor Registration. Each game session covers Phase
One and Phase Two of an island, before exploring what happens
Between Islands. After three islands have been completed, you
resolve the End Game and conclude one season. After that, you You may not have
can start the whole cycle again with a new season. all your memories
to begin with, but try
to imagine that you
have friends and
Competitor Registration family back home
rooting for you. That
Players create their competitors, determining their occupation,
imaginary moral
name, and other traits. They learn their Initial Motivations. They support can make all
establish Trust with one another before landing on the first island. the difference.

Phase One
During Phase One, competitors explore the island and move from
node to node on the map. Each node is resolved with a contest,
and success brings Acquisitions and other rewards.
Competitors don't have enough time in Phase One to visit every
node, so the goal is to make allies, identify enemies, pick up
equipment, and maybe learn a bit about what's going on behind
the curtain before the clock runs out.

Phase Two
When the klaxon sounds, Phase Two begins. This is a battle
royale amongst all the competitors—only a fraction of the
competitors will survive to progress to the next island.

Between Islands
Competitors who survive make the voyage to the next island. They
debrief, share theories about what's going on, and rest. They also
engage in Trust Building exercises, which trigger flashbacks to
their life before the game began.

End Game
The final contests of the season. The End Game can go one of
two ways—either the players Play to Win, and turn on each other
until a sole survivor emerges the winner, or they band together to
Break the Game, and fight against Production itself.

014 Orientation Deathmatch Island


Competitor Registration

Island One

Phase One Phase Two


EXPLORE AND SURVIVE BATTLE ROYALE

BETWEEN ISLANDS

Island Two

Phase One Phase Two


EXPLORE AND SURVIVE BATTLE ROYALE

BETWEEN ISLANDS

Island Three

Phase One END GAME


EXPLORE AND SURVIVE PLAY TO WIN / BREAK THE GAME

New Game+ NEW SEASON

Deathmatch Island Orientation 015


Differences
from AGON

Deathmatch Island is powered by the Paragon System, used in the AGON roleplaying
game by John Harper and Sean Nittner. If you're already familiar with the Paragon System,
read this section for a summary of the major differences.

AGON DEATHMATCH ISLAND

Hero Player Competitor Player


The characters are not mighty heroes of legend, but just
average folks. Some may know how to use a gun and pull a
trigger, but none are action movie stars.

Strife Player Production Player


As well as opposing competitors and the dangers of the
island, the Production Player portrays the shadowy figures
who run Deathmatch Island. They’re a guide and a referee, but
also a keeper of secrets.

Speak Your Name Competitors Announced


After the Production Player rolls and declares the target
number, they ask who will compete, and who will support.

Each competing PC dictates an announcement of their


competitor's entrance into the contest. This could take the
form of a written chryon or lower-third caption (as it would
appear on screen over footage of their competitor), or it could
be the bombastic voice-over of the Host.

“I’m in. JAY MORROWS, ACCOUNTANT. A shotgun icon


flashes on screen.”

016 Orientation Deathmatch Island


Epithet Occupation
Your Occupation boosts your competitor in contests. If
you think your Occupation gives your competitor skills or
experiences relevant to a contest, grab the Occupation die.

Name and Glory Name and Followers


Your name works the same as in AGON. Followers replace
Glory; as competitors prevail in contests, they gain followers
counted in the tens of thousands. In Deathmatch Island, the
markers for Advancement are 400,000 followers, 800,000
followers, and 1,600,000 followers (or 40, 80, and 160 total
check boxes). Unlike AGON, you don't reset Total Followers
to zero when you advance your Name die.

If you’re familiar with reality television shows like Survivor, a


similar dynamic is at play; competitors who are more popular
seem to be more succesful. Is Production tipping the game in
their favour? Who or what are “followers” anyway? These are
questions to be explored in play.

Domains Capabilities
Capabilities replace Domains. Your Occupation determines
your favoured Capability. In Deathmatch Island, your
Occupation (and corresponding favoured Capability) is rolled
randomly. The capabilities are as follows:

Social Game represents advancing your goals through social


bonds and likeability. Persuading, defusing, connecting, and
bonding.
Snake Mode concerns matters of intrigue, trickery, stealth,
and subterfuge. Lying, sneaking, and betraying.
Challenge Beast represents athletic ability and physical
talent. Throwing, running, lifting, swimming, hand-eye
coordination.
Deathmatch is about training and experience with real
combat. Coolness under fire, tactical and strategic acumen,
skill with firearms, and cold-hearted ruthlessness.
REDACTED stands for Redacted and is used when you try
to enter Restricted Areas, break the rules of the show, or
otherwise work against Production. Production has a variety
of tools to stop the wayward competitor, like mind-altering
drugs and subconscious programming. When you want to
break the rules, these inhibitions are the first obstacle.

Deathmatch Island Orientation 017


Divine Favour Acquisitions
Mechanically, these work the same as Divine Favour (mark
one off to add a bonus d4 to your dice pool). You do not start
with any Acquisitions; they must all be found on the island.

Acquisition Tier
When you use an Acquisition, roll a number of d4s equal to
the Tier level and take the highest. For example, if you spend a
Tier 3 Acquistion, roll 3d4 and take the highest result.

Acquisitions have three types: weapons, equipment, and


REDACTED .

• Equipment Acquisitions can be used in any contest


except REDACTED contests.
• Weapon Acquisitions can also be used in any contest
except REDACTED contests. Using a weapon makes that
contest Dangerous for the PC who uses the weapon if
it was not already (they mark an Inury if they suffer). Pulling
out weapons increases the risk of injury.
• REDACTED Acquisitions can only be used for REDACTED

contests. If you wish to use them in another kind of


contest, you must spend Fatigue to bring in your REDACTED
Capability—if you do that, you can then use REDACTED
Acquisitions.

Pathos and Fate Fatigue and Injuries


Fatigue replaces Pathos, and Injuries replace Fate. Your
Fatigue track is short compared to AGON, and so is your
Injuries track. Competitors are fragile compared to ancient
heroes. Don't forget that you can use Trust to block either
Fatigue or Injuries suffered (but only if the person you want to
mark off Trust with is competing in the contest with you).

You may mark Advancement at certain points on the Injury


track as normal (marked with a dot); this represents the reality
of injury and possible death lighting a fire in the competitor’s
belly.

Boons Advancement
Advancement replaces Boons.

Bonds Trust
You cannot use Trust unless the other Competitor Player
is taking part in the contest (they do not have to compete
to Support you, though). Trust cannot be used during the
Standard End Game.

018 Orientation Deathmatch Island


Great Deeds and Advantages
Trophies Between islands, you will ask each other Trust Building
questions and describe short flashbacks. These flashbacks
are noted down as Advantages, and can be used for
Advantage dice when you feel they could give you some
boost in the contest to hand. See page XX.

Harm Unlike in AGON, in any contest, EVERY time a competitor


suffers, they mark 1 Fatigue. If they cannot mark Fatigue, they
must mark an Injury or use Trust to have a teammate block the
Injury for them.

The four harm types are Dangerous, Exhausting,


Restricted, and Risky. Read more about these on page XX.

Exodus and Between Islands


Voyage The procedure between islands is quite different to standard
AGON. It is recommended you read the whole section on
page XX.

Deathmatch Island Orientation 019


020 Orientation Deathmatch Island
Competitor
Registration

Deathmatch Island Orientation 021


02

Creating a
Competitor

To create your competitor, you'll roll for a random Occupation (that


will also determine your favoured Capability), choose a Name, and
record distinguishing features. Finally, you'll do some ice-breakers
and record Trust with each other. Random tables are supplied for
all these details, but Occupation is the only one that must be rolled Disorientation is
randomly. Whether you decide to randomize the other details is up normal. You may
to your group—you can just use the tables as inspiration. be reassured to
know that the current
You might want to have a copy of the competitor sheet to refer to year is , and
while you read this section (available for download at http://URL. this island is 300 km
com and printed at the end of this book). An example completed south-east of .
sheet is on page XX. We hope this helps you
get your bearings.

Occupation and Favoured Capability


Your Occupation reflects your competitor’s life before Deathmatch
Island. While many of your memories have been taken from you,
your Occupation remains as part of the packaged product that
Production is selling.
Roll an Occupation randomly using the tables on page XX. Roll
1d4 to select a table, then roll 2d8 on that table to determine your
competitor’s Occupation. The first d8 is the column, the second d8
is the row.

022 Orientation Deathmatch Island


Your Occupation boosts your competitor in contests. If you
believe your Occupation would give your competitor skills or
experience relevant to the contest, grab the Occupation die. Your
Be nice to people. competitor’s Occupation die begins at d6.
Trust nobody.
Your Occupation also determines your favoured Capability—the
type of contest your competitor is best at. Note that the favoured
Capability paired with any given Occupation is unique to your
competitor. It is not meant to be implied that every bus driver has a
strong Social Game—but yours does.
Record this on your competitor sheet—your favoured
Capability starts at d8, the others start at d6 (including REDACTED

Capability).

Mabel rolled “MMA Fighter” for her competitor, Sparrow. As well


as marking Challenge Beast as a d8 Capability, she notes down
Sparrow’s Occupation and sets the die to d6.

Once play begins, the first contest is Social Game. Mabel grabs
a d6 for Sparrow’s Social Game (it’s not her favoured Capability),
but she also grabs another d6 for Sparrow’s Occupation (MMA
Fighter). During the confessional, she describes how Sparrow
taps into the performative aspect of being a professional fighter,
the showboating and theatrics.

Name and Competitor Number


An important part of Deathmatch Island is attracting followers to
your name. Your name is your brand, and as it gets stronger so
too does your chance of success. Every contest roll in the game
involves your competitor's Name die.
Your competitor's Name die begins at d6. It grows as you
accumulate followers in play (see page XX).
It is up to you to determine your competitor’s nationality, ethnicity,
age, pronouns, and so on. Your choice of name might reflect these
decisions. For lists of names, see page XX.
Roll d100 for your competitor ID number. If you get the same result
as someone else, reroll until you have a unique number.

Deathmatch Island Orientation 023


Distinguishing Features
Based on what information you have so far, you should have a
better sense of who this competitor is. Record a sentence or two
that evokes an image of your competitor. Focus on a few key
features. Roll on the tables on page XX, or choose your own.
Every intake of Deathmatch Island competitors are dressed in
matching uniforms. Roll on the table on page XX, or choose as a
group.

Trust
After conducting ice-breakers on the boat (page XX), mark 2 Trust
with each other competitor on your team.

Initial Motivation
Your competitor may not have many memories, but they do have
an initial motivation, a subconscious drive that they can't explain.
Ask the Production Player for an Initial Motivation. This might
be something like a desperate need for money, fame, or attention.
Keep this secret from the other Competitor Players. Your
motivation should inform roleplaying and decision-making, and
help prompt answers to flashback questions. Note that these initial
motivations are true at the start of the season, but it’s up to you
how your competitor's motivations change over the course of the
season.

024 Orientation Deathmatch Island


PLACEHOLDER FOR FINAL ART

Deathmatch Island Orientation 025


Occupations

Occupation Table 1 1d8 for column, 1d8 for row

1 2 3 4
1 Account Manager App Developer Aspiring Writer Big Pharma
Social Game Snake Mode Snake Mode Sales Rep
Snake Mode
2 Accountant Architect Astronaut Black Ops Soldier
Snake Mode Snake Mode Challenge Beast Deathmatch
3 Actor Armored Car Attorney Bodybuilder
Social Game Guard Snake Mode Challenge Beast
Deathmatch
4 Ad Executive Army Ranger Auto Customizer Bounty Hunter
Snake Mode Deathmatch Challenge Beast Deathmatch
5 Aerobics Instructor Army Tanker Banker Bowling Alley Owner
Challenge Beast Deathmatch Social Game Social Game
6 Air Force Veteran Army Veteran Bar Manager Boxer
Deathmatch Deathmatch Social Game Challenge Beast
7 Alpine Guide Art Student Bartender Bricklayer
Challenge Beast Social Game Challenge Beast Challenge Beast
8 Anesthesiologist Art Teacher Basketball Coach Bus Driver
Challenge Beast Social Game Challenge Beast Social Game

5 6 7 8
1 Business Analyst Cattle Rancher Club Promoter Competitive Shooter
Snake Mode Challenge Beast Social Game Deathmatch
2 Business Cheer Coach Coast Guard Officer Company Exec
Consultant Challenge Beast Deathmatch Snake Mode
Snake Mode
3 Butcher Chef Coconut Vendor Construction Worker
Social Game Snake Mode Social Game Challenge Beast
4 Caretaker Chemist Coffee Barista Consultant
Social Game Snake Mode Social Game Snake Mode
5 Carnival Worker Chicken Farmer College Content Creator
Deathmatch Deathmatch Administrator Social Game
Snake Mode
6 Carpenter Chief Lifeguard Combat Engineer Copier Salesperson
Challenge Beast Challenge Beast Deathmatch Social Game
7 Case Manager Chiropractor Commercial Diver Corporate Trainer
Social Game Snake Mode Challenge Beast Social Game
8 Cat Burglar Civil Rights Attorney Commercial Fisher Corrections Officer
Deathmatch Snake Mode Challenge Beast Challenge Beast

026 Orientation Deathmatch Island


Occupation Table 2 1d8 for column, 1d8 for row

1 2 3 4
1 Country Music Dentist Drill Sergeant Farmer
Singer Social Game Challenge Beast Challenge Beast
Social Game
2 Creative Director Detective Economics Professor Fashion Stylist
Social Game Deathmatch Snake Mode Snake Mode
3 Crossfit Coach District Attorney Electrician Fast Food Worker
Challenge Beast Snake Mode Challenge Beast Social Game
4 Customer Service Divorce Attorney Elementary Teacher Fighter Pilot
Snake Mode Snake Mode Social Game Deathmatch
5 Cyber Security Doctor English Teacher Filmmaker
Snake Mode Social Game Social Game Social Game
6 Dairy Farmer Document Entrepreneur Financial Sales
Challenge Beast Manager Snake Mode Social Game
Snake Mode
7 Dancer Dog Trainer Exec. Assistant Firefighter
Challenge Beast Challenge Beast Social Game Challenge Beast
8 Data Scientist Dolphin Trainer Factory Worker Fishing Boat Captain
Snake Mode Challenge Beast Challenge Beast Challenge Beast

5 6 7 8
1 Fitness Instructor Graphic Designer Health Worker Inherited Wealth
Challenge Beast Social Game Social Game Snake Mode
2 Flight Attendant Grocery Clerk Heavy Metal Intelligence Operative
Social Game Challenge Beast Band Deathmatch
Snake Mode
3 Forest Ranger Guidance Counselor Hiking Guide Intern
Challenge Beast Social Game Challenge Beast Snake Mode
4 Former Child Actor Gun Range Owner Hotel Doorman Ivy League Student
Snake Mode Deathmatch Social Game Snake Mode
5 Freelance Writer Gym Owner Hunting Guide Jazz Musician
Snake Mode Challenge Beast Deathmatch Social Game
6 Goat Farmer Gym Teacher Hustler Jeweler
Challenge Beast Challenge Beast Deathmatch Snake Mode
7 Government Agent Gymnastics Coach Ice Cream Judge
Deathmatch Challenge Beast Scooper Snake Mode
Social Game
8 Graduate Student Hairdresser Influencer Law School Student
Snake Mode Social Game Social Game Snake Mode

Deathmatch Island Orientation 027


Occupation Table 3 1d8 for column, 1d8 for row

1 2 3 4
1 Legal Secretary Marketing Executive Mortician Nanny
Social Game Snake Mode Snake Mode Social Game
2 Life Coach Martial Arts Teacher Motivational Nature Guide
Snake Mode Challenge Beast Speaker Challenge Beast
Snake Mode
3 Limousine Driver Massage Therapist Multimedia Artist Neurologist
Snake Mode Social Game Social Game Snake Mode
4 Machine Gunner Military Intelligence Musician News Anchor
Deathmatch Deathmatch Social Game Snake Mode
5 Magician’s Assistant Military Police Music Producer Nuclear Engineer
Deathmatch Deathmatch Social Game Snake Mode
6 Mail Carrier MilSim Enthusiast Music Teacher Nurse
Deathmatch Deathmatch Social Game Social Game
7 Makeup Artist MMA Fighter N/A, No Memories Nutritionist
Social Game Challenge Beast Deathmatch Challenge Beast
8 Marathon Runner Model Nail Salon Manager Office Assistant
Challenge Beast Social Game Snake Mode Social Game

5 6 7 8
1 Office Manager Personal Trainer Pilot Private Investigator
Snake Mode Challenge Beast Snake Mode Deathmatch
2 Oil Rig Worker Pest Controller Plastic Surgeon Produce Clerk
Challenge Beast Snake Mode Snake Mode Social Game
3 Olympic Athlete Photographer PMC Mercenary Professional Assassin
Challenge Beast Snake Mode Deathmatch Deathmatch
4 Organized Physical Therapist Poker Player Professional Cyclist
Crime Boss Social Game Snake Mode Challenge Beast
Deathmatch
5 Organized Physician Police Officer Professional Gamer
Crime Enforcer Social Game Deathmatch Snake Mode
Deathmatch
6 Paramedic Physics Teacher Pop Star Professional Wrestler
Challenge Beast Snake Mode Social Game Challenge Beast
7 Paratrooper Physiotherapist Postal Worker Programmer
Deathmatch Challenge Beast Social Game Snake Mode
8 Pastor Piano Teacher Prisoner Project Manager
Social Game Challenge Beast Deathmatch Social Game

028 Orientation Deathmatch Island


Occupation Table 4 1d8 for column, 1d8 for row

1 2 3 4
1 Property Developer Retired Nurse Roofer Septic Tank Servicer
Snake Mode Social Game Challenge Beast Challenge Beast
2 Quarterback Retired Police Officer Sailor Sheep Farmer
Challenge Beast Deathmatch Challenge Beast Challenge Beast
3 Quartermaster Retired Sniper Sales Manager Sheriff
Deathmatch Deathmatch Snake Mode Deathmatch
4 Radio Host Retired Special Ops Sandwich Artist Shoe Salesman
Snake Mode Deathmatch Snake Mode Social Game
5 Real Estate Agent Retired Teacher School Bus Driver Singer
Snake Mode Social Game Snake Mode Social Game
6 Retail Salesperson River Rafting Guide School Principal Social Worker
Social Game Challenge Beast Snake Mode Social Game
7 Retired Naval Road Repair Worker Scoutmaster Software Developer
Captain Challenge Beast Challenge Beast Snake Mode
Deathmatch
8 Retired Navy Rocket Scientist Security Officer Sports Radio Host
Infantry Snake Mode Deathmatch Snake Mode
Deathmatch

5 6 7 8
1 Spray Tan Worker Swimsuit Model Urologist Water Tank Technician
Social Game Challenge Beast Snake Mode Challenge Beast
2 Stay-at-Home Tax Accountant Used Car Salesperson Wedding Videographer
Parent Snake Mode Snake Mode Social Game
Social Game
3 Steelworker Television Writer Veterinarian Wildlife Photographer
Challenge Beast Snake Mode Social Game Challenge Beast
4 Student Therapist VIP Bodyguard Writer
Challenge Beast Snake Mode Deathmatch Snake Mode
5 Stunt Performer Toymaker Visual FX Producer Yoga Instructor
Challenge Beast Social Game Snake Mode Challenge Beast
6 Surfing Instructor Truck Driver Volleyball Player Youth Mentor
Challenge Beast Challenge Beast Challenge Beast Social Game
7 Survivalist T-Shirt Designer Waiter Youth Pastor
Deathmatch Social Game Social Game Snake Mode
8 SWAT Officer Street Warehouse Worker Zookeeper
Deathmatch Knife-Fighter Challenge Beast Challenge Beast
Deathmatch

Deathmatch Island Orientation 029


Names
First Names 1 1d8 for column, 1d8 for row

1 2 3 4 5 6 7 8
1 Ahmed Calvin Edgar Huck Jimmy Monty Ransley Sebastian
2 August Chatri Elvis Ira Kai Omar Roman Sullivan
3 Banyu Colby Enzi Izem Leopold Orion Romeo Tariq
4 Beckett Crisanto Ephraim Jabari Lincoln Orson Roshan Ted
5 Bill Crow Faraji Jackson Lionel Oscar Rudy Van
6 Bowie Dexter Fox Jagger Matteo Ozzy Rufus Waldo
7 Brooks Dorian Gus Jaxon Maverick Pratam Ryder Watson
8 Byron Easton Ham Jett Milo Randy Sanford Zane

First Names 2 1d8 for column, 1d8 for row

1 2 3 4 5 6 7 8
1 Achara Beulah Cora Farida Ione Minerva Priya Suzanne
2 Aisha Birdie Danika Farah Joy Missy Ramona Taraji
3 Amethyst Branwen Debb Gretchen Kartika Nellie Rosalina Tiffany
4 Anais Briar Deborah Habiba Luna Opal Ruby Tina
5 Ashanti Calliope Diana Harlow Mabel Ophelia Sawyer Violet
6 Bea Candice Dorcas Hattie Mae Pearl Sonja Willow
7 Beatrix Charity Drusilla Hazel Mila Piper Sparrow Wren
8 Betsy Connie Eloise Hilda Millie Poppy Stella Zahra

First Names 3 1d8 for column, 1d8 for row


1 2 3 4 5 6 7 8
1 Ace Bay Channing Harley Kris Parker Roshan Sawyer
2 Ash Bailey Chase Harper Levi Pemberley Rudra Shannon
3 Andi Bellamy Chihiro Intan Lyric Quinn Rylan Sutton
4 Ari Blake Dallas Jayden Marion Raven Sage Vesper
5 Asa Bobbie Darcy Jordan Megumi Rayne Sakae Willow
6 Aspen Brooke Dylan Jude Minseo Ren Salem Whitney
7 Avery Carson Elliot Kai Morgan River Saffron Yujin
8 August Casey Frankie Kieran Murphy Rory Sasha Yuki

030 Orientation Deathmatch Island


Surname Table 1d8 for column, 1d20 for row

1 2 3 4 5 6 7 8

1 Ahmad Burns Dill Hardy Kilgore Matondo Powers Solomon

2 Ako Byeon Duke Hart Klug Merrick Prashad St James

3 Barrel Calabro Eckhaus Hartman Knapp Mintz Quinn Steele

4 Bartlett Camacho Fensby Hassan Kogoya Mohamed Raza Summers

5 Bartley Campos Floquet Hatch Krueger Moon Reed Taniguchi

6 Bates Cassidy Fontana Hatfield Kwan Morozov Richter Torres

Beaure-
7 Castle Fonua Havenash Kwŏn Morrows Rivera Tremblay
gard

8 Beckett Cervantes Fox Herschel Lamb Moss Roach Umemoto

9 Bellamy Chandler Fuimaono Hershey Lau Mungoshi Rojas Underwood

10 Benedetti Cheng Furyk Herzog Law Namgung Rosa Usoro

11 Berry Cheung Galloway Hill Leung Narayan Rose Valencia

12 Biggerstaff Chopra Galvan Hoang Li Nguyen Roy Vega

13 BirdwhistleClements Garcia Hoffman Lim Nomura Rymer Walker

14 Black Cohen Garrett Holt Love O’Leary Sallow Wilson

15 Boone Conklin Giang Huxley Lyons Opatha Sawadogo Winter

Dank-
16 Boonmee Goma Jeong Mack Ortiz Segura Yi
worth

17 Boudreaux De la CroixGray Juarez Mariano Padilla Sellers Yurkowski

18 Bread de Silva Green Kade Martel Panchak Sexton Zanidakis

19 Brown Devi Guzon Kane Mason Parata Singh Zhang

20 Bui Di Angelo Gyo Kelly Masters Porter Snow Zheng

Deathmatch Island Orientation 031


Distinguishing Features
Eyes 1d20

1 2 3 4 5 6 7 8 9 10
Sad Piercing Cold Warm Calm Smiling Dark Glacial Faded Distant

12 12 13 4 15 16 17 18 19 20
Tired Searching Twitchy Beautiful Haunted Glittering Watery Large Beady Hard

Build 1d20

1 2 3 4 5 6 7 8 9 10
Brawny Compact Bulky Rugged Athletic Average Gaunt Wiry Ripped Sinewy

11 12 13 14 15 16 17 18 19 20
Relaxed Beefy Soft Towering Delicate Muscular Large Elegant Angular Willowy

Hair 1d20

1 2 3 4 5 6 7 8 9 10
Shaved Tied back Cascading Shaggy Striking Dyed Tidy Boring Sleek Neat

11 12 13 14 15 16 17 18 19 20
Undercut Messy Sharp Practical Fashionable Bangs Perfect Lank Thick Spiky

Detail 1d20

1 2 3 4 5 6 7 8 9 10
Jewellery Striking Notable Unusual Striking Pleasant Tattoo Wears Limp Damp
nose scar face eyebrows or scent a hat hands
facial hair
11 12 13 14 15 16 17 18 19 20
Wears Chewed Under- Gold Crooked Eye- Stained Twitch Perfect Strong
glasses finger- stated tooth nose patch hands teeth hands
nails

032 Orientation Deathmatch Island


Uniform

All competitors in a single season of Deathmatch Island are dressed in matching uniforms.
Roll on the following tables, or decide as a group.

Uniform Type 1d6

1 2 3 4 5 6
Tracksuit Coveralls Polo shirt, Blazer, Shirt, T-shirt,
shorts turtleneck cargo pants sweatpants

Uniform Colour 1d6

1 2 3 4 5 6
Burnt Sienna Seafoam Salmon Goldenrod Plum Cerulean

Deathmatch Island Orientation 033


PLACEHOLDER FOR FINAL ART
32° C COMPETITOR NUMBER

0 4 4
INITIAL MOTIVATION
00:01 CONFIDENTIAL—MAKE FILE NOTE
NOTE ON REVERSE EVAL: DISRU

NAME / PRONOUNS

Opal Giang She/her


6
CAPABILITIES
DIE
NEW FOLLOW
OCCUPATION

Nature Guide Social game


6
6
DIE
DIE
NICKNAME (ADD AFTE
R FIRST 400,000 FOL = 10,000
LOWERS)

6
Snake mode
DIE
ACQUISITION
DISTINGUISHING FEAT
UNIFORM:
URES
RUGGED BUILD, PIERCING EYE
SHORT HAIR, STRIKING NOS
S
E
SEAFOAM POLO
SHIRT+SHORTS
Challenge beast DIE
8
NOTES

6
Deathmatch
DIE

6
! REDACTED
DIE

ETITOR NUMBER INITIAL MOTIVATION FILE NOTE

9 8
COMP
0
32° C FATI GUE INJURIES CONFIDENTIAL—MAKE EVAL: DISRUPT
ADVANTAGES 00:01 NOTE ON REVERSE

ACQ UISIT
NEW IONSW
FOLLO :E
CAPABILITIES
6
8
NAME / PRONOUNS

River Snow they/them


DIE

Social game DIE

6
= 10,000
OCCUPATION

Jazz Musician
DIE

6
1
ACQUISITION
Snake mode DIE
0 FOLLOWERS)
NICKNAME (ADD AFTER FIRST 400,00

DISTINGUISHING FEATURES
UNIFORM: TRUST Challenge beast DIE
6 ACQUISITIONS:

SEAFOAM POLO 1
WARM EYES, COMPACT BUILD
TIDY
ADVANCEMEN T
HAIR, ONE EAR PIERCING SHIRT+SHORTS Deathmatch DIE
6
SPECIAL ADVANCEMEN 2
T

6
NOTES
ADVA NCE D8 CAPABILITY
TO D10 (NOT REDACTED ON SUPPORT OR BOLS REDACTED DIE
) THEY TAKE +1 DIE SIZE
TER, !
ADVANCE D6 CAPABILIT WHEN YOU RELY ON TRUS 3
Y IMMEDIATELY HEAL T, ASK THEM TO:
TO D8 (NOT REDACTED
) → BOLSTER YOU
ONE INJURY → FOLLOW YOUR LEAD
ADVANCE YOUR OCC → BLOCK
FATIGU E INJURI ES
FATIGUE OR INJURIES
UPATION FOR YOU
DIE TO D8 INCREASE REDACTED
CAPABILITY DIE ONE SIZE COMPETITOR NUMBER INITIAL MOTIVATION
32° JURY
C VOT
0 2 1
ES FILE NOTE
ACQUI SITIO
ROLL ANOTHER OCC CONFIDENTIAL—MAKE
ADVANTAGES
UPATION IMMEDIATELY HEAL 00:01 NOTE ON REVERSE
EVAL: DISRU

ONE INJURY OUTBRAVE


OUTSMART
FOR REPRODUCTION
REDUCE ENTIRE PRESE
NTATION INCLUDING
THIS STATEMENT

6
NAME / PRONOUNS CAPABILITIES NEW FOLLO
Orion Hoffman he/him
LAYOUT SHEET
DIE DEATHMAT

OCCUPATION Social game DIE


6
Entrepreneur DIE
66 = 10,000

8
ACQUISITI
NICKNAME (ADD AFTER FIRST 400,000 FOLLOWERS) Snake mode DIE ACQUISITION
1
TRUST

UNIFORM:
6
DISTINGUISHING FEATURES
Challenge beast DIE
COLD EYES, SOFT BUILD SEAFOAM POLO 2

DYED HAIR, GOLD NECKLACE SHIRT+SHORTS


ADVANCEMENT
NOTES
SPECIAL ADVANCEMENT Deathmatch DIE
6 3
ON SUPPORT OR BOLSTER,
ADVANCE D8 CAPABILITY THEM TO:
WHEN YOU RELY ON TRUST, ASK

6
THEY TAKE +1 DIE SIZE
) D
TO D10 (NOT REDACTE LEAD
→ FOLLOW YOUR
→ BOLSTER YOUREDACTED DIE
IMMEDIATELY HEAL FOR YOU
ADVANCE D6 CAPABILITY ONE INJURY → BLOCK FATIGUE OR INJURIES
) D
TO D8 (NOT REDACTE
SE REDACTED
Deathmatch
ADVANCE YOUR OCCUPATION IslandINCREA Orientation FATIGUE
CAPABILITY DIE ONE SIZE
JURY VOTES
INJURIES 035
DIE TO D8
OUTSMART
OUTBRAVE
ADVANTAGESANOTHER OCCUPATION IMMEDIATELY HEAL
ROLL ONE INJURY ACQUISITION
LAYOUT SHEET
EN DE

On your wrist you will find your An Ihrem Handgelenk finden Sie Ihr
complimentary Follower Counter®. This kostenlosen Follower Counter®. Di
revolutionary piece of technology will give revolutionäre Technologie gibt Ihne
you a live readout of the number of followers jederzeit eine Live-Anzeige der Anz
you have at any given time. In times past, Follower. In der Vergangenheit erhi
competitors only received follower updates Teilnehmer Follower-Updates nur a
at the conclusion of each island. We jeder Insel. Wir haben unsere Follow
completely reengineered our follower- ing- und Kommunikationstechnolog
tracking and communication technology, komplett überarbeitet und geben Ih
giving you up-to-the-minute stats about your minutenaktuelle Statistiken über Ih
popularity. You don’t need to raise your wrist Popularität. Sie müssen Ihr Handge
or ask anybody; the Follower Counter® will heben oder jemanden fragen; Der F
print an Information Slip on continuous-form Counter® druckt einen Information
water-resistant paper. Tear off the print and wasserfestem Endlospapier. Reiße
you will know exactly where you are. Ausdruck ab und Sie wissen genau
Now that’s something to smile about. Sie sind. Das ist jetzt etwas zum Sc

Follower Specification Spezifikation

Counter ® Water Resistance


200 metres
Wasserbeständigkeit
200 Meter

Dimensions Maße
44 x 38 x 10.7 mm (1.73 x 1.50 x 0.42 in) 44 x 38 x 10.7 mm (1.73 x 1.50 x 0.42

Weight Gewicht
47.8 g (1.69 oz) 47.8 g (1.69 oz)

Build Bauen
Mineral glass, ceramic back, resin band Mineralglas, Keramikboden, Harzb
and bezel und Lünette

FOLLOWERS: 2
659,0

Deathmatch
Island

036
Introductions

You wake up to the smell of diesel fuel,


IT saltwater, and tar. You’re on a small fishing
boat. One of you is currently operating the
ren Al tuo polso troverai il tuo Follower Counter® two-stroke outboard motor as the boat
iese in omaggio. Questo rivoluzionario pezzo di
en tecnologia ti darà una lettura dal vivo del chops through the rolling grey sea towards
zahl Ihrer numero di follower che hai in un dato an approaching island.
ielten die momento. In passato, i concorrenti
am Ende ricevevano aggiornamenti sui follower solo You don’t remember how long you’ve
wer-Track- alla conclusione di ogni isola. Abbiamo
gie completamente riprogettato la nostra been on this boat, or how you got here. You
hnen tecnologia di monitoraggio e comunicazione don’t remember much, now that you think
hre dei follower, fornendoti statistiche aggiornate
elenk nicht al minuto sulla tua popolarità. Non è about it. You’re not sure what happened to
Follower necessario alzare il polso o chiedere a your clothes; you’re all wearing matching
nszettel auf nessuno; il Follower Counter® stamperà un
en Sie den foglietto informativo su carta a modulo
uniforms and wristwatches. All you have
u, woran continuo resistente all'acqua. Strappa la on you is a letter, neatly folded in a pocket,
chmunzeln. stampa e saprai esattamente dove ti trovi. slightly damp from seaspray. You should
Ora hai qualcosa di cui sorridere
probably read that now.
Done? Good.

Specifiche The device on your wrist beeps once and


prints a small slip of paper. Zero followers.
The events on the island will tend to favour
Resistenza all'acqua those with more followers. If you’re playing
200 metri
to win, you will want to gain followers as
Dimensioni quickly as possible.
2 in) 44 x 38 x 10.7 mm (1.73 x 1.50 x 0.42 in)
Why don’t you go around and take turns
Peso asking each other an ice-breaker?
47.8 g (1.69 oz)
Seagulls cry out in the distance. You’re
Materiali impiegati almost at the island now. A steep mountain
band Vetro minerale, fondello in ceramica, cloaked in thick green vegetation
cinturino e lunetta in resina
dominates the view. You see some signs of
habitation—concrete jetties to dock your
boat, a seaside village, a small industrial
port, a radio mast on one of the hills in the
distance, a lighthouse.
It is time for your first decision as an
alliance.
Where will you land on Island One?

012

037
PLACEHOLDER FOR FINAL ART

038 Orientation Deathmatch Island


CONTESTS

Deathmatch Island Orientation 039


03

Contest Overview

In Deathmatch Island, you will run into obstacles ranging from


physical challenges to social encounters to the End Game itself.
Every obstacle is resolved with a contest.
A contest has four steps:

01 Production
roll 02 Competitors
announced

03 Competitors
roll 04 Confessionals

01
Production roll
When an obstacle stands in the way of the competitors, a contest
is triggered. Each node on the map that the competitors travel to
will involve one contest, usually rolling against a different team of
competitors. The contest resolves which side is succesful, and
they get the rewards on offer.
Contests also resolve any other obstacle that might come up, from
a raging storm to the frantic action of the battle royale. It's expected
that the team will stick together as they travel from node to node (it
is dangerous otherwise), but they may split up if you wish and the
procedure is the same regardless.
When a contest is called, the Competitor Players confer with each
other, then the leader states their approach and goal.
Their approach describes the overall method by which they're
tackling the contest, and might help determine which Capability
the contest will involve. Some contests are predetermined
(challenge nodes must follow the rules of the challenge, and
always use the Challenge Beast Capability). Others, like meeting

040 Orientation Deathmatch Island


another team in a Built-up Area, can be approached in a number
of ways—maybe you want to earn their trust and recruit them to
your alliance, or maybe you want to sneak past and leave them
unawares. Your goal is assumed to always include acquiring as
many rewards available as possible, but you should also think
about broader goals—like helping other teams, changing minds,
or evading notice.
The Production Player does the same for any opponents,
describing their own approach to the contest and what they are
fighting for.
Some nodes have no signifcant obstacle. In this case, the
Don’t be afraid of competitors accomplish whatever they need to do and get the
contests. Winners rewards automatically. No dice are rolled, no followers are earned.
are forged in the
fire of competition, Choose the Capability of the contest
and followers follow
winners. The Production Player decides which of the five Capabilities will
resolve the contest.

Social Game represents resolving contests through


social bonds and likeability. Persuading, defusing,
connecting, bonding.
Snake Mode concerns matters of intrigue, trickery,
stealth, and subterfuge. The contest is resolved by
lying, sneaking, and betraying.
Challenge Beast represents athletic ability and
competitive talent. Throwing, running, lifting,
swimming, hand-eye coordination, puzzle-solving.
Deathmatch Capability is about training and
experience with live combat. Coolness under fire,
tactical and strategic acumen, skill with firearms, and
cold-hearted ruthlessness.
REDACTED stands for Redacted and is used when

you try to enter Restricted Areas, break the rules


of the game show, or otherwise work against
Production. Production has a variety of tools to stop
the wayward competitor, like mind-altering drugs and
subconscious programming. When you want to break
the rules, these inhibitions are the first obstacle.

The choice of Capability depends on the details of the situation


and the specific node the competitors are in. Some nodes specify
a particular Capability (Restricted nodes are always REDACTED
Capability). If no Capability is specified, focus on the approach
and goals of the PCs when choosing.

Deathmatch Island Orientation 041


Assemble the opponent's dice pool
The Production Player describes the obstacle and opposing
competitors (if any), and announces the Traits that apply to the
contest. Grab the dice for these, as well as any Advantage dice.
If multiple opponents are present, it' s up to Production to decide
which competitor’s traits are more applicable.

"Alright, you're up against Abthorpe and his Vast Alliance. It's a


Snake Mode contest, and Abthorpe is really the main obstacle
here. He is Aggressive and Loud." The Production Player grabs
1d8 for Galloway’s name, 1d8 for the Aggressive trait, and 1d6 for
Loud.

Not every Trait will apply to every type of contest—usually two,


sometimes three. Note that Challenge nodes add their own dice
to the pool, and all of these apply. In this case, you would add all
the Challenge dice, and then add dice for whatever traits the
opponents have that are applicable. Challenges can be brutal!

Advantage dice
Advantage dice are a way for specific ficitonal details to impact
a contest, such as having superior numbers or a vehicle on your
side. The value of an Advantage die depends on how well it applies
to the situation, from d6 up to d10. Both Competitor Players and
Production may use Advantage dice. See page XX.

The Production Player rolls


→ The Production Player rolls before any actions are narrated.
This roll establishes the target number of the Competitor
Players and the number of followers the contest is worth.
Roll all the dice in the Production Player's pool. Keep the single
highest die and add the current node’s Danger Level. The
default Danger Level is +4 on Island One, +5 on Island Two, and
+6 on Island Three, but some nodes have a different Danger Level
specified.
Announce the total as the target number for the contest.

The Production Player rolls 1d6, 1d12, and 1d10, getting 4, 2, 6.


Adding the current node’s Danger Level of +5 to their highest die
gives a target number of 11.

If there are multiple obstacles (such as a challenge and another


team), roll all of the dice together, keep the single highest, and add
the Danger Level. The Production Player never counts more than
one die on a roll.
The Production Player doesn't yet describe the actions of the
opponents. All the narrations of action happen in the fourth step of
the contest, confessionals—after the Production Player and all the
Competitor Players have rolled and the outcomes are known (who
failed, who succeeded, and who is best).

042 Orientation Deathmatch Island


02
Competitors Announced
After they roll, the Production Player asks who will compete, and
who will be a supporting competitor. Each player dictates an
announcement of their competitor's entrance into the contest.
This could take the form of a written chryon or lower-third caption
(as it would appear on screen over footage of their competitor), or
it could be the bombastic voice-over of the Host.
On your turn, announce your competitor's identity and grab dice as
you go. If your Occupation means you have skills or experiences
relevant to the contest, grab that die. Then add your Name die and
the Capability die for the contest when you say your Name.

• You may mark Fatigue ( ) to include the die from a second


Capability in your dice pool.
• You may use an Acquisition—if you do, roll a number of d4 equal
to the Tier of the Acquisition and remove the . Add the highest
d4 result to your total. If you use multiple Acquisitions, roll the
combined Tier total and take the single highest d4 result.
• If you spend Trust with another competitor, they give you a copy
of their Name die (they still use their Name die for their own roll).
• If you have any Advantage dice, include them in your dice pool.

“I’m in. JAY MORROWS, ACCOUNTANT. A shotgun icon flashes


on screen.” Rei doesn’t narrate Jay’s actions yet! That comes after
the rolls. They grab 1d6 for Jay's Occupation, 1d6 for their name,
1d8 for Snake Mode, and 2d4 for the shotgun (spending a mark of
Acquisition).

Deathmatch Island Orientation 043


03
Competitors roll
Once everyone has spoken their names, roll your competitor's dice
pool and sum your two highest, not counting d4s. Then add the
highest number from the d4s (if any) to your two highest dice to
get your competitor's final result.

Rei rolls 1d8 and 2d6 for Jay Morrows and gets 5, 4, 1. Their two
highest dice add up to 9. Their 2d4 come up 3 and 2, so the 3 is
added to the total for a fi nal result of 12.
Outcomes
Compare your result to the Production Player's target number:

• Equal to or greater than: Your competitor succeeds. Their


action goes well and they overcome the obstacle. The succesful
hero with the highest total is best (roll Name dice to break a tie).
• Less than: Your competitor fails. Their action goes awry or they
have to endure a setback. Mark 1 Fatigue. If you cannot mark
Fatigue, you must mark an Injury.
Take a moment to outline the abstract contest results. Summarize
who succeeded, who failed, any injuries, deaths, missed rewards,
and rewards earned. Listing them out helps players hit these
fictional beats during their confessional.

04
Confessionals
After dice are rolled and outcomes are calculated, the Competitor
Players take turns narrating their competitors' actions and effect
on the contest, starting with the competitors who failed, then the
competitors who succeeded, then the competitor who is best.
The determined outcomes help players remember what fictional
beats to hit. Players should also incorporate any traits they
called on, such as Occupation or Acquisitions. The competitor
registration sheet has some prompts to help.
Between each player's confessional, the Production Player can
respond with the actions of the opponent in response to keep the
action moving forwards. They take the role of a sportscaster—
after each player zooms in on their competitor during their
confessional, the Production Player briefly zooms out to give a
snapshot of the bigger picture, before the next player takes their
turn.

The Competitor Players compare their results to the target


number of 11.
Dave has 10, so Harlow fails. She tries to sneak up to the crates,
but an eagle-eyed opponent spots her and raises the alarm.
Perform with flair The Production Player describes the other team shouting and
and bring the drawing weapons.
emotion. Get
those followers Mabel has 11—Sparrow succeeds and outflanks them, emerging
smashing like from the shadows with gun drawn. She added Challenge Beast
and subscribe. with Fatigue, so she describes how Sparrow parkours through
You’re more than the warehouse to get into position. The Production Player
just a person, describes the other team diving behind cover in panic.
you’re a brand.
Rei has 12—Morrows succeeds and makes the other team flee.
They used their Occupation and a shotgun, so they describe
Morrows keeping careful track of the enemy numbers and
movements before cornering the leader alone, and forcing them
to call the retreat at the point of the shotgun.

Deathmatch Island Orientation 045


Rewards and Leadership
A contest always results in new followers for the competitors. The
successful Competitor Player with the highest result is best, and
marks a number of New Follower boxes equal to the target
number. The other competitors that succeed each earn half
that amount (round up). Each competitor that fails marks 1 New
Follower box, and may take harm. To break a tie, each hero rolls
their Name die until a clear winner is established.

Morrows was best, so they mark 11 New Follower boxes


(representing 110,000 new followers). Sparrow succeeded, so
she marks 6 New Follower boxes (60,000 new followers). Harlow
failed, so she marks 1 New Follower box (10,000 new followers).

Leadership
The competitor who is best becomes the leader. Leadership is
fluid and represents respect and social capital. Whoever was best
has some sway over what the team does until the next contest,
when they must prove themselves all over again. You won’t get
followers if
All nodes in Phase One contain rewards. If at least one PC you’re always
succeeds, the team gets the rewards indicated. It is the leader's following. Dream
sole responsibility to distribute the rewards. They choose big, dare to win.
who gets what. If they want to, they can keep all the rewards for
themself. They can confer with the other Competitor Players but
they do not have to. Other Competitor Players can burn Trust to
sway the leader (see page XX).
Leaders also choose which node the team travels to next, and
they have final say on the approach and goal of the team for any
contest there.
As soon as another contest has occured, the leadership passes on
to whoever was best.

Support
A competitor may choose to sit out of a contest to provide
Support. They pass a copy of their Capability die to the Competitor
Player of their choosing (who includes it in their dice pool). The
supporting competitor gains 1 Trust with the competitor they
Support and marks 1 New Follower box. If your competitor is
supported in a contest, invite the supporting Competitor Player to
contribute a brief moment of action to portray their aid when you
do your confessional.
Challenge nodes, and all Phase Two contests, require all
Competitor Players to take part. Nobody can sit out to Support.
Note that in order to spend Trust to have someone bolster you or
block harm for you, they must be taking part in the contest and
not supporting (sitting out). See page XX for more details.

046 Orientation Deathmatch Island


Harm
The Production Player may inflict harm on the competitors as a
result of traits or the nature of the situation. Some opponents and
By reading this obstacles have harmful traits indicated next to their dice, so that
sidebar you type of harm is threatened whenever they roll those dice. The
acknowledge that types of harm are summarized here.
you are aware that
Deathmatch Island
involves hazardous
In any contest, every time a competitor fails, you mark 1 Fatigue. If
activities that you
you cannot mark Fatigue, you must mark an Injury or use Trust to
voluntarily agree to,
have a teammate block the Injury for you.
with full knowledge,
apprecation, and
understanding of the DANGEROUS contests mean you mark 1 Injury when you fail
dangers and personal (instead of 1 Fatigue).
risks involved, and If any Competitor Player uses a Weapon Acquisition in a
you agree to accept contest, that contest automatically becomes Dangerous for them.
any and all risks of Pulling out weapons makes everything riskier.
participating in the Deathmatch contests are always Dangerous.
season, including but
not limited to illness,
EXHAUSTING contests cost 1 Fatigue to enter.
serious personal
inury,
RESTRICTED contests forbid the use of any Acquisition
dimensional effects,
except REDACTED Acquisitions. Your official Deathmatch Island
and death.
weapons and Acquisitions become remotely disabled.

RISKY contests mean that for each PC who fails, the team
receives one less Acquisition for any rewards in that node (if any).
For example, if two PCs fail, the Production Player subtracts two
Acquisitions from the node rewards.

See Fatigue, page XX, and Acquisitions, page XX.


You may spend Trust to ask that PC to block harm for you. They
must be competing in the contest with you.

Solidarity
During a Challenge contest, a Competitor Player can choose to
show Solidarity with an opponent, lending them a hand. Spend 1
Fatigue and mark 1 Trust with that opponent. Describe how you
help them out. Supporting competitors cannot show solidarity.

Trying Again
A contest cannot be attempted again unless the situation changes
in significant ways. Generally it is one contest per node, and then
you move on (whether you suceed or fail). Time does not stand still
on Deathmatch Island.
For a flowchart summary of a contest, see page XX.

Deathmatch Island Orientation 047


04

Phase Two

Each island has two phases of gameplay—Phase One and


Phase Two. In Phase One, the competitors explore the island,
collect resources, and meet and deal with other teams. After
exploring 3–4 nodes, or when the Production Player decides the
time feels right, Phase Two begins.
Phase Two is the climax of the island, a battle royale where many
competitors will die and only a handful will progress to the next
island.
You may not Support during Phase Two. Like at challenge nodes, all
PCs must compete—it’s all or nothing.
Phase Two is a series of linked contests, arranged in three stages:

01 Scout. Find and reconnect with your allies, spy on the


enemy alliance, and survey potential battlegrounds for
the big confrontation. The winner earns a 1d10 Advantage
die, which they may use once during Phase Two.

02 Scramble. Competitors move to seize control of the


chaos, as threats are revealed. Each Competitor Player
must choose to either Defend against a threat or Seize
control. The winner of the Seize contest chooses a bonus
Capability for the Battle Royale, and decides the fates of
those present.

03 Battle Royale. The concluding contest. The Battle


Royale is always a Deathmatch contest, and only a
fraction of the remaining competitors will progress to the
next island.

048 Orientation Deathmatch Island


01
Scout
Klaxons go off, signalling the start of Phase Two. Startled birds
take to the air in great flocks, and then a deadly silence descends.
From here on out, it's kill or be killed.

Scouting is about reconnaissance and manoeuvring, both


physically across the landscape as well as socially within your
alliances.
The Production Player describes the broad situation on the
island and any details that might be used to gain an Advantage.
Each player describes their goal and approach. You can use the
following prompts to give you some ideas. Then the Scout contest
is rolled against the opposing alliance.

1 Regroup with allied teams. Your allies may have suffered


deaths or injuries since last you saw them, or they may have
The Scout stage unexpected Acquisitions. Find them before the enemy does.
is your chance to
shine as an individual. 2 Reconnoitre the island. Climb hills, clamber down valleys,
Stretch your wings. cross raging rivers. Become familiar with the lay of the land so
Invest in your dreams. that you can pick the best site for engagement.
Play to win.

3 Surveil the opposing alliance. Find them before they find


you. Figure out where they’re gathering and what their plan is.

4 Infiltrate the other side. In the chaos of the start of Phase


Two, perhaps you can join the ranks of the opposing alliance,
ready to shoot them in the back if needed.

5 Appeal to humanity. If you can approach one or two of the


opposing alliance members and talk to them as individuals,
maybe there’s a way to avoid brutal bloodshed…

Unlike a normal contest, each Competitor Player may choose


the Capability they roll for the Scout stage, based on the
actions their competitor is taking (see preceding list).
The winner of the Scout contest (the Production Player or best
Competitor Player) earns a 1d10 Advantage die for any roll in the
battle. It may be given to another Competitor Player in exchange
for Trust.
It is normal for the competitors to split up during the Scout stage.
Even when split up, all Competitor Players roll against the same
target number, and there is only one Advantage earned.
Competitors earn followers as normal in this contest—and all
Phase Two contests.

Deathmatch Island Orientation 049


The competitors have just completed the White Water challenge
and they stand on the bank of the river, dripping water, catching
their breath. A klaxon sounds and a recording of the Host plays
over loudspeakers. “Congratulations on making it to Phase Two.
Only half the remaining competitors will survive this phase. In this
game, you only have one life, so spend it wisely. Play to win.” In the
distance, the competitors hear gunshots and a vehicle engine
starting, as a flock of birds takes to the sky.

They face the Alpha Alliance, Strong and Unrelenting. Can they
reconnect with their allies and get the drop on the enemy alliance,
or will they find themselves outflanked?

The competitors split up. Jordan Rosa rolls Social Game to


contact the allies they’ve made and make sure they’re still loyal.
Erland rolls Deathmatch to stalk the Alpha Alliance and figure out
their strategy for the battle royale. Harlow rolls Challenge Beast
to climb to the top of the radio mast and get a view of the whole
island.

The Production Player uses a few theory points here. The leader
of the Alpha Alliance approaches Jordan, alone, and proposes
a secret alliance between the two of them. Erland comes
across a dead competitor who tried to break into the restricted
compound—they’ve been shot in the back, and they’re cradling a
jar containing a bright red slug. Harlow finds an individual reward
on a plinth in the jungle—a concealed switchblade that could be
used against her teammates, giving her the element of surprise.
She doesn’t tell them about it.

02
Scramble
During the Scramble stage, the competitors and their opponents
collide. Betrayals and twists are revealed, while your competitors
strive to take control of the chaos. There are two contests during
the Scramble stage, and each Competitor Player may only
participate in one or the other.
First, the Production Player recaps the situation and announces
threats that will happen unless a PC stops them (maybe an ally
betrays you, a player competitor takes harm, or trusted allies
are killed by the enemy). There are usually two threats, one that
involves direct injury, and another that more generally sows
despair and disharmony within the player alliance.
Then each Competitor Player chooses whether their competitor
will participate in the contest to Defend against the threats
or join the contest to Seize control of the battle—deciding the
fate of those present.

050 Orientation Deathmatch Island


Defend
Start with the contest to Defend. Follow the normal contest
procedure (but allow each Competitor Player to roll the domain
most appropriate to the threat they're opposing—they don't all
have to roll the same one).
There is one target number for both threats, usually rolled from the
traits of the opposing alliance. Each competitor who succeeds
may stop one threat from happening. Any remaining threats
come to pass.

The enemy alliance has set fire to the undergrowth, creating a


wall of flame that's closing in on the player alliance. Their allies are
about to snap under the pressure and make a run for it straight
into the inferno. The heat and smoke threatens Injury to all the
competitors. Jordan’s player rolls Social Game to calm their allies
down and stop them from doing something foolish. Harlow’s
player rolls Challenge Beast to help their whole team climb into
the trees and leap across the wall of fire to safety.

Seize
Then resolve the contest to Seize control of the site and set the
stakes of the Battle Royale. Follow the normal contest procedure,
with a target number rolled from the traits of the opposing alliance
(this is rolled separately from the Defend, and can use different
traits if applicable). The winner (Production or Competitor)
decides the stakes for the Battle Royale.

Deathmatch Island Orientation 051


Essentially, you’re choosing who will live and who will die should
you win the Battle Royale (threats take precedence though—even
if you win the Seize and wish to bring an ally to the next island with
you, if a threat says they die, then they die). The Competitor Players
often have to choose a particular battle out of the wide range of
chaos in Phase Two—they can only decide the fates of those
present at their particular location.
The winner (Production or Competitor) also gets to choose
the bonus Capability for the Battle Royale. The Battle Royale
is always a Deathmatch contest, but you can also include a die
from the bonus Capability without marking Fatigue as usual. You
can still only add one bonus Capability—either the free one, A diamond is a chunk
or a different one you pay for. This might represent swaying the of coal that survived
other competitors into engaging on your terms, or by tricking them, under pressure.
or simply by occupying a strategic position and forcing a particular
confrontation that way.

• A Social Game bonus Capability might mean that you decide


who will survive by group discussion and debate, or it could be
getting the enemy alliance to turn on each other.
• A Snake Mode bonus Capability might be as Social Game, but
with trickery and deception. It could also mean an element of
sneaking and stealth.
• A Challenge Beast bonus Capability might be luring the enemy
into a dangerous situation, like climbing a cliff face or wading into
a raging river; survival will be determined by physical strength
and athletic ability.

If the Production Player is best, they choose the stakes for the
Battle Royale and the bonus Capability. They may decide that
there will be no bonus Capability.

While Jordan and Harlow deal with the flames, Erland leads a
strike straight at Sunday, the cross-fit trainer who leads the Alpha
Alliance. Erland’s player rolls Deathmatch to outmanoeuvre
Sunday and force a confrontation on his own terms.

Erland succeeds, and Erland’s player decides the stakes for


Sunday—if the competitors win the Battle Royale, they will
give Sunday mercy to force them to join their side (they won’t
necessarily bring their Alpha Alliance with them, though!).

Furthermore, Erland is able to ensure the Battle Royale will take


place at the white water river, choosing Challenge Beast as the
bonus Capability to represent the physically demanding nature
of the battle site. Any Competitor Player who wishes to include a
die from Challenge Beast as a second Capability will not have to
spend Fatigue to do so.

052 Orientation Deathmatch Island


Deathmatch Island Orientation 053
03
Battle Royale
The conclusion of the island. The Battle Royale is always a
Deathmatch contest, but a second die from the bonus Capability
can be included for free (or you may include a die from another
Capability by paying Fatigue as normal—but the limit is always one
extra Capability, whether it’s a free bonus or not).
Resolve the Battle Royale using the normal contest procedure.
The final outcome of Phase Two is then judged by considering the
result of the Seize contest and the Battle Royale contest together.

→ The Competitor Players lose the Battle Royale: The


worst possible outcome. Decide as a group what happens
next. It may mean that the season is over and you must start
again with a new batch of competitors. Or perhaps half the
competitors survive to make it through (whoever did least-
bad), and the others die (create new competitors).
→ The Competitor Players win the Battle Royale, but
lose the Seize contest: The player competitors survive,
but the Production Player has final say on which non-player
competitors die and which progress to the next island.
→ The Competitor Players win the Battle Royale and win
the Seize contest: The player competitors win the day, and
the fates of NPCs that were determined in the Seize come to
pass.

Breaking any of these rules requires a REDACTED contest against


Production.

Production (2d12 Dangerous, Exhausting). Merciless (d10).


Armed kill-squads (d12). Subliminal programming triggers
(d12). Guard dogs (d8).

Use the battle sheet provided in the Competitor Kit to track


progress through the Phase Two stages and indicate which
contest each Competitor Player chooses ( you can use tokens or a
d4 for each competitor).

The PCs face off against the Alpha Alliance at the white water
river. They all roll their Deathmatch Capability. Harlow and Erland
also use their Challenge Beast die, at no extra cost. Jordan
chooses to instead use his Snake Mode die, and must pay 1
Fatigue to do so (as usual).

Lost the Battle Royale: Although they fight to the last, and take
out many enemy competitors, the PCs are overwhelmed by
the Alpha Alliance. Sunday shows no mercy and would kill them
all—but after Erland and Jordan are killed, the klaxon goes

054 Orientation Deathmatch Island


off, signalling the end of Phase Two. Half the competitors have
now been killed, and the survivors are to proceed to Island Two.
Harlow is spared, but will have to find new teammates to ensure
further survival.

Won Battle Royale, Lost Seize: A dramatic battle takes place at the
river, and many enemy competitors are killed. The PCs take some
serious injuries, but they all survive. Sunday also survives, and they
will meet again on Island Two.

Won both: After bitter fighting, the PCs manage to turn the tide of
battle and rout the Alpha Alliance. Sunday tries to flee, but Erland
tackles them down, pointing a gun at their head. Erland offers
them mercy, which Sunday gratefully accepts. Erland marks 1
Trust with Sunday and they become an ally (at least for now). The
Alpha Alliance will surely find new leadership.

Deathmatch Island Orientation 055


PLACEHOLDER FOR FINAL ART
BETWEEN ISLANDS
058 Orientation Deathmatch Island
05

Between Islands

While making the journey from one island to the next, the
competitors rest and recover as best they can. Complete the
six stages Between Islands:

01 Debrief
02 Theory
Crafting

03 Jury
Votes 04 Recuperation

05 Trust
Building

01
Debrief
The Production Player takes a moment to update the Production
sheet—note down which teams will move on to the next island,
and make notes about the status of surviving competitors.
Whichever Competitor Player was best in the final contest of the
island (the Battle Royale) should note down that they are currently
the leader, and will be leader at the start of the next island (until the
first contest, when it will change again).

Deathmatch Island Orientation 059


02
Theory Crafting
Going in turns, each Competitor Player chooses a theory type,
and describes a theory about what's really going on with
Deathmatch Island and what they saw on the previous island that
reinforces that theory. The Production Player notes these theory
points down on the Production sheet.
The four theories types are:

• Political Project
Any theory that points towards Deathmatch Island being a
secret government conspiracy. Perhaps it's a military program,
or some shadowy intelligence agency scheme, or it's tied up
with the Illuminati.
• Entertainment Production accepts
that theorizing is
Theories that indicate this is all about entertainment and
a normal part of
revenue. Reality television, entertainment for the mega-wealthy,
the competitor
or a new form of subscriber-based streaming content. experience. We
• Big Experiment are very calm and
relaxed about it. We
Any theory that points towards Deathmatch Island being
will not be discussing
some kind of scientific experiment. Psychological research, this further.
an academic program gone wrong, or an investigation into
something even more esoteric.
• Weird
Theories of the strange, improbable, or supernatural. What if
your memories from before Deathmatch Island are false, and
the outside world actually lies in ruins? What if this is all the work
of some incomprehensible extraterrestrial intelligence? What
if your memories are implanted and you're actually clones,
created just to compete in this game? Maybe time travel is
involved?
The players don’t have to agree on one theory, and each theory
can be as convoluted and unlikely as you want. You might weave
together multiple theories, but must choose one theory type to
mark.

"Look, we're counting followers and we've been promised a big


prize. I'm going Entertainment, this must be a sick game show of
some kind."
"I agree this is about Entertainment, but I don't think this is TV.
Where are the cameras? I say it's more of a Most Dangerous
Game thing, some rich pricks are going to hunt us down."
"That's all too obvious. How about that watercooler full of black
slime in the bunker? I don't know what the hell's going on, but
whatever it is, it's definitely Weird and probably involves aliens.”
The Production Player marks down Entertainment twice and
Weird once on the Production sheet.

060 Orientation Deathmatch Island


03
Jury votes
Each Competitor Player records jury votes for their competitor—
Outbrave, Outsmart, Outtalk, and Outlast. These are the virtues
that a good Deathmatch Island competitor is meant to embody,
and your fellow teammates award them to you.

• Outbrave: Displays of courage, sacrifice, devotion, strength,


bravado, or bravery.
• Outsmart: Displays of cunning, trickery, intelligence, wisdom,
or wit.
• Outtalk: Displays of charisma, persuasion, fervor, compassion,
or leadership.
The virtues of
Deathmatch Island • Outlast: Displays of patience, commitment, tenacity,
give meaning to stubbornness, lateral thinking, or ruthlessness.
your existence and
actions, and form On your turn, ask the other players (including the Production
an essential part of Player) what jury vote they're giving your competitor, and why.
Production’s core Each player gives you one vote (so if there are three other players,
identity. Learn them you'll get three jury votes). The players don't have to agree on a
and live them. single category—they each have a free choice of which vote to
give.

"Let's do Sparrow first. You saved the whole team from the
inferno, I vote Outbrave."
"I vote Outsmart. I'm thinking about when she parkoured through
the warehouse to flank that other team."
"Those are both good, but for me it's how you failed like three
times in a row, took all those injuries, but you made it to the end.
Outlast."
Sparrow marks 1 Outbrave, 1 Outsmart, and 1 Outlast, and the
players move on to votes for the next competitor.

After you've done all the jury votes, each Competitor Player
marks one Advance on their competitor sheet. As you
compete, you continue to improve.

04 Recuperate
The competitors try to rest and recuperate as best they can on
a small fishing boat in the middle of the ocean. Clear 2 Fatigue
each. Mark 1 use of Small Luxuries or Survival Gear to clear
another 2 Fatigue. Take turns describing how you rest and
recuperate during the voyage.

Deathmatch Island Orientation 061


062 Orientation Deathmatch Island
05
Trust Building
With the violence and action of the island behind them, this journey
is a time when the competitors can talk and find out more about
each other. These conversations unlock new memories.
Taking turns, each Competitor Player asks one question to another
from the Trust Building Questionnaire.
That player answers with a short flashback to their life before they
came to Deathmatch Island. The Production Player may insert one
detail during the flashblack (see page XX).
When deciding how to respond to the question, a good place to
start is your Initial Motivation. These flashbacks are where you
start to give the table insight into what the motivation might be, and
where it comes from. The answer might be perfectly logical or it
might be surprising.
The Competitor Player who had the flashback notes the
flashback down as an Advantage on their sheet. Your
competitor can call on this memory during a contest for a bonus
Your past has no
die. Then both competitors mark Trust with each other.
power over the future
you create today.
Sparrow asks Morrows, “Tell me about a time you almost died.”
Play to win.
Morrows's Initial Motivation is Bitterness. Their player describes a
short flashback to Morrows's life back in Whanganui, a drunk driver in
the wrong lane, Morrows swerving and rolling down a bank, crawling
out of the burning wreckage, their partner dead at the wheel.
The Production Player adds a detail that only the camera sees:
a large pale man in a yellow suit watching from the roadside.
Morrows notes down “Survived tragic car crash” as an Advantage
that they can recall for a bonus die in one future contest. Morrows
and Sparrow mark Trust with each other.

The next player takes their own turn, strengthening Trust and
asking a question of a player who has not yet been asked.

Deathmatch Island Orientation 063


PERSONAL DEVELOPMENT

PLACEHOLDER FOR FINAL ART

064 Orientation Deathmatch Island


Deathmatch Island Orientation 065
06

Building a
Better You

Followers
If you’re familiar with reality television contests, you know the
dynamic—competitors who are more popular seem to be more
succesful. Is Production tipping the game in their favour? Or are There’s a reason
success and popularity just inextricably linked? Who are these that our slogan is
“followers” anyway? These are questions to be explored in play. “Play to Win.” We
want you to be
succesful and have
Earning Followers
the happiness that
Every time a player competitor participates in a contest, they earn comes with victory.
new followers, which are tracked on their competitor registration Studies have
sheet. The competitor who is best in the contest marks a number shown that a positive,
of New Follower boxes equal to the target number. Each box competitive
mindset is the most
represents 10,000 new followers. Each other competitor who
important factor in a
succeeds earns half that amount (rounded up). Competitors who winning game.
Support or fail in the contest mark 1 New Follower box.
We believe in you!
Morrows and Sparrow both succeed in a contest but Sparrow
is best. The Production Player's result was a 9. Morrows marks
5 New Follower boxes for succeeding and Sparrow marks 9 for
being best.

Advancing Your Name Die


Every time you mark 40 New Follower boxes (the complete track),
clear all marks and record the total in the Total New Follower boxes
to the right (400,000 total followers the first time, then 800,000
total the second time, etc.).
There are special marks for certain total follower amounts (at
400k, 800k, and 1.6 million—the first, second, and fourth boxes).
When you hit one of these markers, you advance your Name die
to the indicated level (d8, d10, d12). You also gain a nickname (see
the next page).

066 Orientation Deathmatch Island


Nicknames
When you first advance your Name die, you gain a nickname.
The rest of the table (the other Competitor Players and the
Production Player) have final say on what this nickname is—
although you’re welcome to contribute your ideas. Some nickname
ideas are included in the appendix (see page XX).
Whenever your Name die advances again, the table should review
your nickname. They can choose to leave it, modify it (e.g. the
Prince might become the King), or choose a new one entirely.

Fatigue
Competitors endure pain, despair, and exhaustion. Fatigue
represents these hardships.
Mark a Fatigue circle on your competitor registration sheet to push
yourself in a contest and include the die from a second Capability
in your pool.

In a Deathmatch contest, you might mark Fatigue and include


your Social Game die (in addition to your Deathmatch die)
because your competitor is employing social skills and emotional
connection to help them succeed in the conflict.

You also mark Fatigue whenever you fail a contest.


Fatigue is a useful resource, but be warned: when you cannot mark
any more Fatigue, you must mark Injuries instead. Each mark is
permanent and brings your competitor closer to their death.

Recovering from Fatigue


You cannot recover from Fatigue while you're on the island.
Between islands, your competitor rests and recuperates, removing
2–4 marks of Fatigue (depending on whether they have Small
Luxuries or Survival Gear Acquisitions to use). See page XX.
Injuries
Injuries represent permanent harm. You mark an Inury box:

• When you must mark Fatigue but have no boxes left to mark.
• When you fail in a Dangerous contest.

There are three benchmarks on the Injuries track, at 2, 4, and 5,


indicated by . When you mark a , you earn an Advance—the
lethal reality of Deathmatch Island can act as fuel to your fire,
awakening abilities you didn't even know you had.
When you mark a on the Injuries track, you have also suffered a
notable Injury. Roll 1d20 on the following table, or choose a result,
or come up with your own. Note it down on your competitor sheet,
and describe how you received the Injury in your confessional.

1 Sprained ankle 11 Wounded leg


2 Broken nose 12 Broken hand
3 Slashed scalp 13 Impaled thigh
4 Severed ear 14 Broken foot
5 Ringing head 15 Big open wound
6 Concussion 16 Broken limb
7 Dislocated knee 17 Internal injuries
8 Shattered elbow 18 Severe blood loss
9 Crushed wrist 19 Broken ribs
10 Wounded arm 20 Lost eye

Advances
Give 110% all the time.
As already noted, notable injuries unlock Advances for your
Hustle beats talent
competitor. Every competitor also earns one Advance when talent doesn’t
between islands. Whether Advances represent your competitor play to win.
learning new skills, or remembering old abilities they had forgotten,
is up to you. When you earn an Advance, mark one of the boxes on
your competitor sheet and permanently gain that benefit.

If both your Occupations apply to a contest, you may roll two


Occupation dice (they use the same die). Ignore the favoured
Capability for your second Occupation—this is only used when you
first create your character (the first Occupation).

068 Orientation Deathmatch Island


When you unlock a second Occupation, describe a short flashback
as you remember this forgotten part of your past.
There are also Special Advances. These can only be unlocked by
visiting certain locations across the three islands–the Production
Player will tell you if you have found one.

Death
If you mark the last box on the Injuries track, your competitor will
Sometimes you have die during this contest. Describe how during your confessional.
to stop being scared
and go for it. Either After the contest, describe one final flashback and do the Rite
it will work, or you’ll of Passage for the competitor (see page XX). Reveal your Initial
die. The dream is Motivation to the other players.
free—victory is sold
separately.
If your competitor dies before Island Three, you may take over a
new competitor to continue the story. Choose one of the following:

• An existing non-player competitor who decides to join the


player team.
• A new competitor who hasn't been seen on screen yet, that
the rest of the player team will find alone and keen to join up.
• An intruder competitor who has just landed on the island,
even more confused than the rest of you.

Follow the same process to create your new competitor as you


did to create your first one. Your new competitor may keep any
Acquisitions that your previous one had left over. Make sure they
get a new Initial Motivation from the Production Player.
You may advance your Injuries track as far as you like and
take the Advances now to represent your previous experience.
Describe how your competitor meets and joins the player team.

Sam’s character Erland died during the threat part of the Scramble
stage, gunned down by a backstabbing ally. Sam decides to sit out
the rest of Phase Two, but when the rest of the team head back to
their boat, they find a new teammate waiting for them—an intruder,
with the name Darcy Snow on their uniform.
Sam advances Darcy's Injuries to 2, gaining one Advance as a
result. She chooses to advance Darcy's Occupation die to d8.

Deathmatch Island Orientation 069


PLACEHOLDER FOR FINAL ART

070 Orientation Deathmatch Island


TEAM BUILDING

Deathmatch Island Orientation 071


07

There's No “I”
in Team

Trust
Deathmatch Island is a lethal game where death and injuries are
an ever-present threat. With fear and paranoia so pervasive, your
secret weapon is finding people you can connect with. These
connections are recorded on the competitor registration sheet as
Trust.

Gaining Trust
• In competitor creation, you mark 2 Trust with each other
competitor in your team.
• In a contest, a Competitor Player may sit out to provide Support
for another competitor. They pass their Capability die to the
Competitor Player of their choosing (who includes it in their dice
pool). The supporting player earns 1 Trust with the competitor
they Support, plus they mark 1 New Follower box.
• During Phase Two, the Competitor Player who earns the
Advantage die from the Scout stage may give it to another
Competitor Player in exchange for Trust with them.
• Between islands, the competitors engage in Trust Building
with each other and mark Trust. See page XX.
• During a Challenge contest, a Competitor Player can choose to
show Solidarity with an opponent, lending them a hand. Spend
1 Fatigue and mark 1 Trust with that opponent. Describe
how you help them out. Supporting competitors cannot show
solidarity.

Spending Trust
When you spend Trust, ask for one for the following:

• Bolster you: Your companion describes how they assist your


action in a contest and gives you a copy of their Name die.

072 Orientation Deathmatch Island


• Block harm for you: They say how they defend or Support
you and the harm is avoided (they don't suffer it either). Note that
this includes Fatigue or Injuries incurred as a “cost,” such as to
use a second Capability die. Because it’s interchangeable with
Fatigue in this way, Trust is a very versatile resource.
• Follow your lead: Spend Trust with the leader of the team to
sway them to your idea or plan. If a second competitor wants to
sway the leader a different way, they can spend a higher amount
of Trust to do so (you may then attempt to outbid them again, if
you have enough Trust).

You may spend more than 1 Trust in a contest roll. Trust cannot be
used during the Standard End Game.

Advantages
An Advantage is anything that gives a special edge in a contest.
The one thing that The most common type of Advantage is recalling a flashback
all winning memory that's relevant to the contest at hand, but the Production
competitors have in Player may grant an Advantage any time it seems applicable to the
common is lateral
thinking. Look around
situation. For example, if your team is driving around in a bulldozer,
you. Think fast. Take that might count as an Advantage in certain contests.
the advantage. The Production Player assigns a die size to an Advantage based
on how well it applies to the situation. The more applicable the
Advantage, the larger the die. If the Advantage is moderate (or a
flashback is only tangentially related), make it d6. If it's a strong
Advantage or the flashback is definitely applicable, assign a d8.
If it's an extreme Advantage or the flashback could not be more
perfectly related to the contest, assign a d10.

The team is competing in a challenge, and has to jump a long way


over lava. Trevor Morrows has a flashback to escaping from a
burning wreckage after a car crash, pushing through the heat and
the pain. This is definitely relevant to the contest at hand, and the
Production Player decides it’s worth a 1d10 Advantage die.

Acquisitions
Although you arrive on Island One empty-handed, you won't
stay that way. Scattered throughout the three islands are many
Acquisitions, crucial resources to give you an edge in contests.

Acquiring Acquisitions
Every map location has a list of rewards, mostly Acquisitions.
If there's no competition at the node, you gain these rewards
automatically. If there is a contest and at least one Competitor
Player succeeds, you also gain the rewards. The leader (whoever
was best) has the responsibility of distributing the rewards
amongst the competitors. When you gain an Acquisition, you mark
a diamond on the competitor sheet with a slash, like this:

Deathmatch Island Orientation 073


OTIVATION
NTIAL—MAKE
FILE NOTE
EVAL: DISRUPTION RISK
55689 COMPETITOR REGISTRATION
REVERSE WINNERS PLAY TO WIN
TM

Once all the diamonds on a particular Acquisition are marked, a


competitor can't carry more of that type of Acquisition.
OTIVATION
NTIAL—MAKE
NEW
FILEFOLLOWERS
NOTE 55689 COMPETITOR REGISTRATION
TOTAL FOLLOWERS NAME DIE
REVERSE Types of Acquisition
EVAL: DISRUPTION RISK
400,000WINNERS PLAY TO WIN
D8
TM

IE 800,000 D10
There are three types of Acquisition:
= 10,000 FOLLOWERS 1,600,000 D12
NEW FOLLOWERS TOTAL FOLLOWERS NAME DIE
IE Weapons
ACQUISITIONS: WEAPONS 400,000 D8
IE 1 800,000
1 D10
= 10,000 FOLLOWERS
CLOSE COMBAT M67 FRAGMENTATION
1,600,000 D12
IE MELEE WEAPON HAND GRENADES

IE ACQUISITIONS: WEAPONS
1 2
1 WALTHER P99 1 HORTON HUNTER
IE SEMI-AUTO PISTOL CROSSBOW
CLOSE COMBAT M67 FRAGMENTATION
IE MELEE WEAPON HAND GRENADES
2 3
1 REMINGTON M870 2 FAMAS
IE SHOTGUN ASSAULT RIFLE
WALTHER P99 HORTON HUNTER
IE SEMI-AUTO PISTOL CROSSBOW
3 3
NOTICE:
2 M136 AT4 3 PSG-1
ROCKET LAUNCHER
REMINGTON M870
SNIPER RIFLE
FAMAS Weapons can cause
IE SHOTGUN ASSAULT RIFLE injury and death. Use
Using weapon
ACQUISITIONS: Acquisitions in any contest makes
EQUIPMENT
3 3 that contest with caution, but don’t
M136 AT4 PSG-1 hold back. You only
Dangerous1 for yourLAUNCHER
ROCKET competitor, if it wasn't already.
1
SNIPER RIFLE
SMALL LUXURIES CLIMBING GEAR live once.
BOOZE, SMOKES, ETC ROPE, GRAPNEL, ETC
Equipment
ACQUISITIONS: EQUIPMENT
1 1
1 RECON GEAR 1 SURVIVAL GEAR
WALKIE-TALKIES, ETC FIRE, SHELTER, FOOD
SMALL LUXURIES CLIMBING GEAR
BOOZE, SMOKES, ETC ROPE, GRAPNEL, ETC

ACQUISITIONS: 1 REDACTED
1
RECON GEAR SURVIVAL GEAR
1 1 DIE
WALKIE-TALKIES, ETC FIRE, SHELTER, FOOD
DIE
DIE
DIE

Small Luxuries and


ACQUISITIONS:
2 Survival Gear can
REDACTED
2 be used to clear more DIE
DIE

ake 1 Trust with Fatigue between islands (page XX).1


1 DIE
DIE
your Capability DIE
3 3 DIE
die to your pool)
See
2
the next page for more information
2
about REDACTED DIE
DIE
U Acquisitions. DIE
ake 1 Trust with DIE
your Capability DIE
Using
3 Acquisitions 3 DIE
DIE
die to your pool)
DIE
U
OUTSMART
Before dice areOUTTALK
rolled in a contest, a competitor may erase a mark
OUTLAST DIE
DIE
on an Acquisition to roll a bonus d4. Every Acquisiton has a Tier, DIE
DIE
LAYOUT SHEET
indicatedDEATHMATCH
by a number in a circle like this: There are three Tiers of
INFORMATION DEPARTMENT
DIE
Acquistion (1, 2, or 3). When you use one, roll a number of d4 equal DIE
DIE
OUTSMART OUTTALK OUTLAST
to the Tier. So if your Acquisition has a beside it, you roll 3d4. DIE

LAYOUT SHEET DEATHMATCH INFORMATION DEPARTMENT


The highest d4 result is added to your final tally for the
contest (separate to the rest of your dice pool, see page XX).
During the confessional, whether they succeed or fail, the
Competitor Player describes how they used the Acquisition in the
contest.

Harlow prepares to dive into the water as part of a White Water


challenge, a race to the other bank. She uses her climbing gear
Acquisition—during her confessional, we see her throwing a rope
clear across the river, which she uses to haul herself hand over
hand against the raging downstream current.

074 Orientation Deathmatch Island


REDACTED Acquisitions
REDACTED Acquisitions represent items that are not officially

sanctioned for competitor use by Deathmatch Island Production.


They work the same as regular Acquisitions, with the following two
exceptions:

• You can only use REDACTED Acquisitions in a non- REDACTED


contest if you also use Fatigue to roll your REDACTED die as a
second Capability.
• In REDACTED contests, only REDACTED Acquisitions can be
We used. Any regular weapon or equipment Acquisitions become
because we care. remotely disabled by Production.
As a competitor, you
must stay focused In other words, REDACTED Acquisitions can only ever used in
on the game. You contests when you're rolling your REDACTED die.
must play to win.
Leave to At the end of the season, any unused REDACTED Acquisitions are
Production. We have hidden on the arrival boat, for your next team of competitors to
your best interests at start the game with.
heart.
REDACTED Acquisitions include a wide range of weapons and

equipment that are useful for breaking the rules of the game and
going out of bounds. This may mean stolen Deathmatch Island
Production equipment, or it could mean improvised contraband.
When you acquire a REDACTED Acquisition, you can roll 1d20 on the
following table, or choose from the table, or come up with your own.

1 Inscrutable gadget 11 Set of keys


2 Encrypted 12 Smoke grenade (orange
walkie-talkie smoke)
3 Key fob 13 Chaff grenade (electronic
inteference)
4 Geiger counter 14 Cryptographic codebook
5 Wristwatch 15 GPS tracking terminal
6 Swipe card 16 Concealed melee weapon
(e.g. baton)
7 USB drive 17 Improvised firearm (zip gun)
8 Gas capsules 18 Plastic explosives
9 Tranquilizer darts 19 Unofficial contraband firearm
10 Grapple gun 20 Organism in jar

Deathmatch Island Orientation 075


Pause Card
Deathmatch Island is about ordinary people coerced into fighting
and even killing each other in the name of a sick game show. This is
heavy content.
At any time, for any reason, anyone can hit Pause, either by playing
the card, or saying any variation of “wait,” “stop,” “pause,” etc.
Pause play immediately and discuss how to change the story:

• You could rewind a little and rewrite whatever just happened.


• You could fast forward past whatever is about to be described,
drawing a veil over it.
• You could step out of the scene to talk about what’s going on out
of character. Double-check comfort levels, and discuss what
lines you don’t want to cross.

The Pause card reminds you that you’re all here to have a fun
time—comfort and safety take precedence over any fictional
concerns or rule mechanics.

076 Orientation Deathmatch Island


PLACEHOLDER FOR FINAL ART

Deathmatch Island Orientation 077


08

Tips for
Competitor Players

See Through Your Competitor’s Eyes


Your competitor has a hazy memory when they arrive on
Deathmatch Island, so they don’t know much more about Visualize THE FIELD.
themselves than you do as the player. Let yourself inhabit that The Field is your
viewpoint, and find out who they are as your competitor does. constant companion.
Be open to being surprised about who your competitor really is, The Field is victory.
through events on the island and through flashbacks.

Remember Your Initial Motivation


Your Initial Motivation has no mechanical impact but it’s the crucial
pivot that brings your competitor to life.

• Use it to propel your competitor into action. They may not


remember much about who they are, but they have this drive
from the start. Let it guide them and push them forwards.
• Use it to inspire flashbacks. The Trust Building questions are just
a framing device—the real question you’re answering during
flashbacks is “why does my competitor have this motivation?”
• Use it for character growth. Your competitor can and should
change due to the extraordinary events during the game. The
Initial Motivation provides a starting point that you can grow and
evolve (or fall from grace) from.

078 Orientation Deathmatch Island


How Much Does My Competitor Know?
Your competitor wakes up in a scary, unprecedented situation.
How much do they know about the game as we begin? How
should they react?
We open with the team reading their Welcome Letters and
The following engaging in ice-breakers. To some extent, you can assume
pages neglect to that they have processed their initial feelings of shock, surprise,
mention the most disbelief, and confusion off-screen before the game begins; it can
important advice for be tedious to play all this out at the table.
competitors: listen
to Production. Obey Assume your team knows this is a deathmatch competition, kill-
Production. We’re or-be-killed. They know it is real, and terrifying, and that they have
here to help. no choice but to take part. They know that they have a “Follower
Counter” and gain followers by overcoming obstacles, making
friends, and eliminating enemies—and that gaining followers will
help them win the game. They know that winning the game brings
a huge, life-changing cash prize (and freedom).
If it helps, you can roll for your competitor’s reaction to this situation on
the following table (d6). Your Initial Motivation may also inform this.

1 I have no idea where I am or what I’m doing, but I’m


excited to find out.
2 I have no idea where I am or what I’m doing, and I’m
terrified.
3 This is a game, and I’m going to learn the rules.
4 This is a game, and I’m going to make friends and
followers.
5 I know exactly what we’re doing here (and I happen to
be completely wrong).
6 I know exactly what we’re doing here (and I happen to
be completely right, or close enough).

Be Open to Friction
Many players are uncomfortable with competition and conflict
between other players. It’s totally fine if you don’t want to explore
those themes either, but at least consider it. There are safety tools
to navigate these spaces, and it is an expected part of the game
that there might be in-character friction and competition. Consider
trying it!

Think Big Picture


While it’s good to spend time in your competitor’s head, when
it comes time to do a confessional, step back for a wider view.
Picture the whole scene, all the characters involved, and think
cinematically. You have the narrative freedom to move the pieces
around as you need to. Stretch your legs, go large.

Deathmatch Island Orientation 079


Be Obvious
All the other players have a lot to think about, including their
own competitors. If you want to convey something about your
competitor, and about their inner drive and motivation, be obvious Failure is not
about it. Subtlety will be missed. recommended. Do
not fail. Play to win.

Create the Moments You Want to See


Every player is responsible for making the game fun, Production
Player and Competitor Players included. If you have a neat idea or
a cool visual you’d like to see happen, work towards it yourself. Here
are some prompts to help your confessional:

• How do your Occupation, Capability, or Acquisitions come


into play?
• Social Game: What persuasive words do you use? How do you
make a personal connection? How is your charisma shown?
• Snake Mode: How do you trick them? How is your stealth
shown? What cunning ruse do you pull off?
• Challenge Beast: How is your strength and agility shown? How
is your competitive drive displayed? How do you take our breath
away?
• Deathmatch: How is blood spilled? How do you display tactics
and strategy? How does your coolness under fire manifest?
• Redacted: How do you break the rules of the game? How do
you make Production’s tools work for you? What weird stuff
happens? What mental programming or mind-altering drugs
kick in? How do you overcome these inhibitions?

Think of a Great Moment, and Narrate Your


Way There
One way to approach your confessional is to start with a single
striking moment or visual, and then work backwards to get there.
When it’s your turn, keep that end point in mind and just describe
whatever you need to describe to get there.

080 Orientation Deathmatch Island


Listen and Incorporate
This game really sings when players actively listen to the
confessionals of the others and incorporate the elements into their
own confessionals. Listen and bounce off each other—it makes it
feel more like a shared fictional space.

If You Failed, Use Your Confessional to Build


Tension and Raise Stakes
When describing a confessional for a failed roll, it’s easy to fall back
on describing how your competitor messed up (tripping or missing
or whiffing). Try to think beyond this first instinct—failure is a great
chance to build tension and raise the stakes for the rest of the
confessionals that follow. It’s like selling a fall in a wrestling match,
you want to take the opportunity to hype up the opponent and
make the match even more thrilling. Describe how capable and
overwhelming the opposition is.

Deathmatch Island Orientation 081


PLACEHOLDER FOR FINAL ART

082 Orientation Deathmatch Island


PRODUCTION

Deathmatch Island Orientation 083


09

Preparation

Before the First Session


If you want to get a game of Deathmatch Island going, either online
or face to face, here’s a basic pitch you can send to people:

Deathmatch Island is a fast-paced game about a deadly game


show on a mysterious island chain. The competitors don’t know
how they got there. They have been selected and recruited,
forced to risk their lives in a deadly series of games for the vague
promise of a big reward for the sole survivor.
One player takes the role of Production, the invisible hand behind
the ruthless proceedings. The rest of the players are competitors;
a random collection of everyday people with a hazy memory of
their life before the game.

You could send them a copy of the Welcome Letter (you can
download this from our website, deathmatchis.land). This works
well as an introduction to the themes and tone of the game.
The media touchstones on page XX are also useful to quickly
explain the game. “It’s basically Squid Game meets LOST” is a
pretty good shorthand.

084 Orientation Deathmatch Island


Safety Tools
This game involves depictions of violence in a modern setting,
as well as elements of player-vs-player conflict. The Pause card
provides a basic safety mechanic, but think about what other
safety tools you might like to have prepared. Discuss them with
your group at the first session. If you’re unfamiliar with safety tools,
there are many good resources online that are easy to find.

There is a printable Content Risk Assessment Form available


for download from XX. This provides space to discuss content
classification, optional game modes, as well as lines and veils.

Deathmatch Island Orientation 085


Group Size
Four or five total players, including the Production Player, is a
good group size. Games with three players (one Production and
two Competitors) will be more intense, and the competitors will
need to depend on each other to survive—consider playing in
Cooperative Mode (see page XX).
You can do six players, but that’s pushing what the game is
designed for. If playing with five or more players, competitors
only mark 1 Trust with each other at the start of the game
instead of 2.

Production Player
Someone needs to be the Production Player. Since you’re reading
this section of the book, that’s probably you. You could rotate the
Production Player role—once per season, or even once per island.

Materials to Prepare
• Download the Deathmatch Island Competitor Kit.
• Print a copy of the competitor registration sheet for each
Competitor Player.
• Print the Production Kit and the Phase Two sheet.
• Print Welcome Letters for each player.
• Print and cut out the set of 12 Initial Motivation cards (or
simply roll these with a d12, and pass each player their result
written on a scrap of paper).
• Print both Island One maps (player and confidential). You could
also print off the Island One guide later in this book.
• Choose a Cast for the season (and you could print it off too).
• Have a bunch of dice on hand.

Other than dice and competitor sheets, all of these print-


outs are optional. Having said that, the Competitor Kit and
Production Kit both contain all the key rules in reference
form, and will save you a lot of flipping through the main book.

Non-Lethal Mode
If you or anyone playing with you is uncomfortable with the
depiction of graphic violence and death, you might want to play in
Non-Lethal Mode.

• In this version of the game, there is no on-screen death. Instead,


competitors try to stain each other with orange dye, using
paintball guns and dye balloons and the like.

086 Orientation Deathmatch Island


• Use the non-lethal competitor registration sheets instead of
the regular ones. These replace the Weapon Acquisitions with
Dye Dye Dye Acquisitions, and the Injuries track is replaced
with Dye Coverage.
Terms and conditions
apply. Deathmatch • Don’t worry about recording notable injuries (you still get an
Island cannot Advance when you mark these boxes).
guarantee the
personal safety of As each competitor’s dye coverage goes up, they notice a flexible,
any competitor, amorphous red-orange sphere is following them. It’s about twice
regardless of the
the size of a perosn. It lurks in the distance, always present but
gameplay mode.
never close enough to interact with. It is impervious to weapons.
If any competitor becomes fully covered in dye, the sphere floats
up to them and implacably engulfs them, completely unstoppable.
Having absorbed the dyed competitor, the sphere floats away.
What happens to competitors who are taken away by a sphere?
Play to find out.
Challenge nodes should be described as a little less deadly. Lethal
obstacles can be replaced with dye alternatives (for example, the
volcano caldera is full of hot dye instead of lava).
Other than these changes, the game plays the same. Although it is
no longer deadly, it should still be eerie and unsettling.

Cooperative Mode
Deathmatch Island is designed to be played through multiple times
(each run is called a season). The default assumption is that the
NOTICE: first season will involve some rivalry and competition between
Cooperative Mode
competitors, and later seasons will enter New Game+ (page XX),
goes against the
core tenets of
where the competitors are openly working together to dismantle
Deathmatch Island. the whole thing.
Production DOES
If you would rather not have the competitive elements at all, you
NOT recommend
playing cooperatively.
can:
Play to win.
• Discuss the End Game clearly before you begin. Explain that
within the fiction, Production is trying to get the competitors
to fight and kill each other—but outside of the fiction, we can
agree that we’re only going to work together. Play with Initial
Motivations face up on the table, so that everyone is aware of
everyone else’s motivation from the start.
• Skip straight to New Game+ for a purely cooperative
experience where the PCs are explicitly aware of Deathmatch
Island from the very beginning, and trying to destroy it together.
See page XX.

Deathmatch Island Orientation 087


The First Session
Chat and get comfortable. Discuss some of the media
touchstones—which ones you’re familiar with, and what you like
or don’t like about them. When everyone’s ready, run through the
pitch to refresh everyone’s memory.
Introduce the Pause card. Discuss which other safety tools you
want to use, the tone of the game, and whether anyone would
rather play the game in Non-Lethal and/or Cooperative Mode.
Create competitors. Hand out Initial Motivations and Welcome
Letters. Read or paraphrase the introduction text on page XX.
Give everyone a chance to read their Welcome Letters properly.
Maybe take a short break at this point so people can go back over
everything and settle in.
Complete Ice-Breaker Questions.
Jump to the arrival at the island—the players decide where they
want to land, and what their approach and goals are for their first
contest. As the Production Player, go easy with the opponent traits
for this first contest—one or two will be enough.
Continue with the rest of Phase One, around four or five nodes.
Proceed to Phase Two and wrap it all up with the Battle Royale.
Run through Between Islands if you have time, otherwise those
scenes can wait until the beginning of session two.

Vehicles and Session Length

Scattered through the island nodes are a handful of vehicles


that can be acquired by the competitors as rewards. Vehicles
should be factored into the Production Player’s decision of
how long Phase One will be. If the competitors got a van,
Phase One might be 5–6 nodes instead of 4–5.

Vehicles can also be used as an Advantage die (the size


determined by the Production Player as usual). Once used
as an Advantage, the vehicle is lost.

088 Orientation Deathmatch Island


Islands Two and Three
Island Two has a higher Danger Level, but otherwise plays out
in the same way to Island One—the players choose a Landing
Point, explore 4–5 nodes, and then go through Phase Two before
moving on to the next island.
Island Three is a little different—the competitors split up for Phase
One, exploring one node each, before reconvening for the End
Game, which decides the fate of the whole season.
If you want a shorter season, you could skip Island Two, going
straight from Island One to Island Three.

Further Seasons
The end of Island Three marks the end of one season.
Deathmatch Island is designed to be played over multiple seasons,
repeating the same three islands. Once everyone is familiar with
the game, you can complete an island in roughly three hours.
Depending on how many seasons you want your campaign to go
for, at some stage you should try New Game+. This will usually be
your final season—the competitors work together to destroy the
game from the very beginning.

Deathmatch Island Orientation 089


Initial Motivations
After each Competitor Player has created their competitor, deal
each player one Initial Motivation card (or roll 1d12 per player—
reroll any duplicate results).
Initial Motivations have no mechanical effect, but they inform
roleplaying and decision-making, and help prompt answers to
flashback questions. Note that these suggest a motivation for the
start of the game, but it’s up to each player how their competitor’s
motivations change over the course of the game.
At the end of the season (after the End Game), reveal Initial WINNERS PLAY TO WIN
TM

Motivations to each other.


INITIAL
MOTIVATION
001

If you're starting a game in New Game+ mode, show Sabotage


all the Initial Motivations to the players. They may choose You’re here with a secret purpose—
you want to find out more about
freely (and may all choose the same motivation if they Deathmatch Island, and stop it
wish). The default assumption of New Game+ is that once and for all. Keep this close
to your chest—if Production finds
all competitors choose Sabotage (they're here to stop out, they’ll eliminate you with
the game once and for all), but ultimately it's up to them extreme prejudice.

to choose.

WINNERS PLAY TO WIN


TM

Sabotage. You’re here with a secret purpose—you want to find out more INITIAL
1 MOTIVATION
about Deathmatch Island, and stop it once and for all. 005

2 Survival. You just want to get out of here and get home. Fame
Winning the game doesn’t matter—
3 Victory. You desperately need to win this game. what matters is dominating the
spotlight. You want the most
followers at the end of this.
Just Vibes. You find it hard to take all this seriously, and you just want to
4
have a good time and enjoy yourself.

5 Fame. You want the most followers at the end of this.

6 Money. You desperately need money, and lots of it.


WINNERS PLAY TO WIN
TM

7 Bitterness. You have a tendency to punish those closest to you.


INITIAL
MOTIVATION
009
8 Connection. You’re missing emotional connection in your life.

9 Confidence. A situation like this is your chance to find your inner strength.
Confidence
In your former life you had a lack of
confidence; something was
10 Redemption. A situation like this is your chance to redeem yourself. holding you back. A challenging
situation like this is your chance to
find your inner strength.
11 Conspiracy. You can’t help yourself—you need to see behind the curtain.

12 Control. You have a deep need to be the one in charge.

090 Orientation Deathmatch Island


Initial Motivations

WINNERS PLAY TO WIN WINNERS PLAY TO WIN


TM TM

WINNERS PLAY TO WIN


TM

INITIAL INITIAL INITIAL


MOTIVATION MOTIVATION MOTIVATION
002 003 004

Survival Victory Just Vibes


You just want to get out of here and You desperately need to win this You find it hard to take all this
get home. You need to get home. game. You’ll do anything to win this. seriously, and you just want to have
a good time and enjoy yourself.
These may be your last days on
earth, after all.

WINNERS PLAY TO WIN


TM

WINNERS PLAY TO WIN WINNERS PLAY TO WIN


TM TM

INITIAL INITIAL INITIAL


MOTIVATION MOTIVATION MOTIVATION
006 007 008

Money Bitterness Connection


You desperately need money, and Events in your life have left you with You’re missing emotional
lots of it. a deep and abiding bitterness connection in your life, and
inside. When the chips are down, whether consciously or
you have a tendency to punish subconsciously, you know this is
those closest to you. a place you can find it.

WINNERS PLAY TO WIN WINNERS PLAY TO WIN WINNERS PLAY TO WIN


TM TM TM

INITIAL INITIAL INITIAL


MOTIVATION MOTIVATION MOTIVATION
010 011 012

Redemption Conspiracy Control


There are things in your past that You’re just the kind of person who You have a deep need to be the one
you regret, that you’re ashamed of. connects the dots, who asks in charge. You always want to be
A situation like this is your chance questions. You can’t help yourself— the leader, and if you can’t be the
to redeem yourself. you need to see behind the curtain. leader, you want to pull the strings.

Deathmatch Island Orientation 091


10
4° C FILE NOTE
CONFIDENTIAL
32864 FORM 82C.99 PROD
16:32

COMPETITOR PLAYER ALLIES/NOTES FLASHBACK MOTIFS/NOTES


CAST

Theory Crafting and


CHARACTER CHARACTER

NOTES: NOTES:

Using Theory Points


CHARACTER CHARACTER

NOTES: NOTES: REDACTED


REDACTED END GAME HITS

Between islands, the Competitor Players take turns theorizing


about the truth behind Deathmatch Island (based on what they’ve
seen) and assign theory points.

THEORY CRAFTING (NOTE THAT ONE OF EACH IS PRE-MARKED AT START OF SEASON)

Political Project Entertainment Big Experiment Weird Other Interventions


Dossier on a political figure Deathmatch Island “script” A report on a similar island with Corpse that bears close Private conversatio
Bundle of fake passports Casting dossier on competitor different variables (control island) resemblance to a competitor friendly NPC. They
Inscrutable ECG read-out Window that looks out on infinite secret pact.
Briefcase full of cash Hidden camera
An academic whitepaper black space Private conversatio
Report from Intelligence Agency Memo from a producer enemy NPC. They p
Sensor Station Fluorescent red slug
United Nations satellite phone Secret observation room Concealed switchb
Corpse of a dead scientist in lab An alien plant growing
List of military targets Corpse of VIP guest player (alone). Give
coat Polaroid of a city in ruins. The Eiffel someone who is no
Illuminati ring/symbol Evidence of “set” manufacture Tower is visible, toppled.
(paint, polystyrene, etc.) Albino rabbit on the loose A reward dilemma f
Bag full of burner phones Photo of one of the Player Luxury (each) to sh
NPC breaks character for a Broken glass tube with name of
Corpse of dead spy/agent competitor on slip of paper Competitors in an unexpected one rocket launche
moment, suggesting they’re place or time. used by YOU only.
Military tracking device an actor

FOR REPRODUCTION REDUCE ENTIRE PRESENTATION INCLUDING THIS STATEMENT LAYOUT SHEET DEATHMATCH INFORMATION DEPARTM

Record these theory points on the Production sheet in the space


provided.

Using Theory Points


Each theory type has a series of boxes. Mark one box with a
slash each time a player votes for that theory . This is a theory
point. At the start of the season, one of each theory type is
marked already.
As the Production Player, you can use theory points at any time to
introduce mood elements or put an intervention or dilemma in front
of a player.
Mark the box with a second slash each time you use a theory
point . Choose any of the examples given for that theory type,
or any of the general interventions provided, or make up your own
on the spot.
Theory points give a feeling that the game is reacting to the
players—that their theories are being tested and expanded upon.
The interventions and dilemmas put stress on the team, testing
their bonds with one another.

092 Orientation Deathmatch Island


DUCTION SHEET
In this example,
WINNERS PLAY TO WIN THEORY CRAFTING (NOTE THAT ONE OF EACH IS PRE-MAR
TM

there have been


four votes for Political Project Entertainm
S
Political Project, Dossier on a political figure
plus the one Bundle of fake passports
you start the Briefcase full of cash
season with, for Report from Intelligence Agency
United Nations satellite phone
five points total.
List of military targets
The Production
Illuminati ring/symbol
Player has used
Bag full of burner phones
three of these
Corpse of dead spy/agent
points, and has Military tracking device
had the PCs
encounter a bundle of fakeFORpassports, a briefcase
REPRODUCTION REDUCE ENTIRE full of cash, and
PRESENTATION INCLUDING THIS STATEME

a ring with the symbol of a secret society. They cross these off to
remember that they’ve used them. They still have two Political
Project theory points to use.

Interventions
The mood elements for each theory help give a sense that the
player theories are being proven, disproven, or expanded upon.
The interventions exist for another reason—they create small
s
on between a player and a cracks in the player team, stress-testing their trust in one another.
y propose an inner circle, a

on between a player and an


propose a secret alliance.
These interventions and dilemmas work best when a single
blade reward found by one
es Advantage against competitor encounters one by themselves, alone. This forces
ot aware you have it hidden.
for a single competitor. Small an individual decision, and makes space for distrust amongst
hare with whole team OR
er and a special advance to be
the others. A great time to use interventions is the Scout stage of
MENT
Phase Two, when the competitors are assumed to have split up. As
they each give their confessionals and narration, you can interject
with an intervention either before or after.
On Island One of your first season especially, save a couple of your
initial theory points for this purpose.

→ A friendly non-player competitor has a private chat with


one of the player competitors. They suggest an inner-circle
alliance, a secret pact. Let’s go to the end together.
→ A hostile non-player competitor has a private chat with one
of the player competitors. They propose a secret alliance.
Neither has to betray their own alliance, but each can look out
for the other. It’s helpful to have a mole, after all.
→ A player competitor is presented with a secret weapon, like
a concealed switchblade. The advantage is in the element of
surprise. Do they tell their fellow teammates about it, or keep
it secret?
→ A reward dilemma. This could be a vending machine or
automated kiosk. Does the player take a small reward for the
whole team, or a bigger reward for just themself? Are they
honest with the rest of the team about what they were offered
when they meet back up?

Deathmatch Island Orientation 093


11

Further Seasons

Later Seasons
Unless playing in New Game+ mode (see page XX), the only thing
that carries over for competitors between seasons are secret
maps and REDACTED Acquisitions. Each competitor starts with
any unused REDACTED Acquisitions that their previous competitor
ended the game with.
These items were hidden by your competitors on the fishing boat
before the End Game, ready for some other poor souls to find as
they wake up there.
You should also weave in references to past seasons— especially
any damage done to the game by REDACTED End Game events.

Returning Competitors
Competitors from previous seasons may return to the game
(if they’re plausibly alive). If a player chooses to play a repeat
competitor, they remove one Advance, and clear two Injuries Nobody returns to
(and also lose more Advances if any boxes are cleared). Deathmatch Island.
Reset Total Followers and New Followers to 0 (and Name Every season is
die to d6). They only carry over REDACTED Acquisitions—other unique. Any reports
Acquisitions are gone. to the contrary
are rumor and
hearsay. Report any
Further Impressions individuals spreading
this disinformation
When running any season after the first one, the islands should to
feel familiar but unsettlingly different. Creating familiarity should be immediately.
easy; players will remember the nodes, the impressions, and there
may be physical reminders of their first season still there (a broken
window, a blown-up building, a smear of blood in a particular
place).
To make the islands unsettingly different, roll two or three times on
the table opposite (2d6) or use it as inspiration.

094 Orientation Deathmatch Island


D12
Further
Impressions
1

4
Slugs everywhere. Bright, fluorescent red.

Dead team from a previous season is back, alive, com-


peting again. They don’t remember the previous events.

One of the existing challenges has been swapped out.


Keep the challenge dice values and rewards but change the
description (use a children’s game, a sports game, etc.).

Penguins everywhere.

5 A former competitor turned resistance dissident is


encountered. They are paranoid and edgy. If befriended, they
can give an Advantage die in REDACTED contests.

6 Strange light emanating from somewhere on the other side


of the island. Looking at it is soothing and hypnotic.

7 Storm. Torrential rain and gale winds.

8 Rumbling, grinding noise of heavy machinery deep below


the island.

10 Snow storm on Island One. Oppressive heat on Island


Two. Warm rain on Island Three.

11 Private jet plummets from the sky and crashes on the


island. Add a new node representing the crash site. The occu-
pants are all dead; one of them is a top politician.

12 Clones of the competitors. They claim that you are the


clones.

Deathmatch Island Orientation 095


New Game+
Deathmatch Island is designed to be played through multiple
seasons (with the same three islands). On any playthrough
after the first one, you can try New Game+, where the PCs are ERROR
undercover saboteurs working to dismantle Deathmatch Island Δ████████Ω
████████◊████
from the very beginning. New Game+ uses these modifications:

• Competitor Players choose their Occupation (and favoured


Capability).
• Competitor Players choose their Initial Motivation. All players
may choose the same one if they wish; the default assumption is
that everyone is here for Sabotage (to break the game).
• Competitor Players mark one regular Advance of their choice.
• Competitor Players start with a d8 REDACTED Capability die.
• Competitor Players start with any unused REDACTED Acquisitions
their previous competitor ended the game with, as usual.

The Trust Building stage between islands is run as usual (see


page XX), but players do not have to pick questions from the
questionnaire. You can ask any question you want. Perhaps you
want to reveal what led these saboteurs to the island.
How do they know about Deathmatch Island, why do they want to
destroy it, how did the team get put together, how did they get here,
what setbacks have they already faced before the game began?

Tips for running New Game+


• Let this season be explosive and over the top. New Game+ is
designed to be the end of Deathmatch Island, so have it go out
with a bang.
• New Game+ is a victory lap, so don’t worry about the players
being overpowered.
• Weave in callbacks to your previous season(s)—competitors
who have returned to compete again, former competitors
who survived and now work for Production, relatives of former
competitors, etc.
• Use flashbacks to tell the story of how this band of saboteurs got
together.

096 Orientation Deathmatch Island


PLACEHOLDER FOR FINAL ART

Deathmatch Island Orientation 097


12

The Voice
of Production

Production refers to the shadowy forces that run Deathmatch


Island. Exactly who is behind the game, and why, is something you
will play to find out (and by Theory Crafting, see page XX). Here are
some considerations for portraying Production at the table.

Content and Pacing


Deathmatch Island has two layers of antagonism. The first and
most obvious is the other competitors on the island, competing
against you to be the sole winner. Behind everything, though, is
the malicious presence of Production. The decision of when to
introduce the presence of Production, and how strongly, comes
down to content and pacing.
As Production takes its place as the primary opponent and
obstacle of the competitors, the experience becomes more
cooperative and righteous. The earlier and more often you give
Production a voice, the more the players will be focused on that
rather than competing in the games.
The second consideration is pacing. If you plan to play two full
seasons of Deathmatch Island, you can make it a slow burn—
gradually introduce Production’s presence over the first season,
leaving the full force until the second season or later. On the other
hand, if you know that you and your players would prefer a more
cooperative experience, or you’re playing a shorter campaign
(one season, or even just one or two islands), consider introducing
Production much earlier and giving it a more visible presence from
the start.

098 Orientation Deathmatch Island


The Host
The Host provides commentary and guidance through
loudspeakers and contest terminals. They give form and voice to
the murky corporate concept that is Production. These are some
ideas for describing the Host. Also take cues from Competitor
Player flashbacks, recurring flashback motifs, and Theory Crafting.
The true identity of the Host makes a great end-of-season twist.

How is the Host presented?

1 Backlit silhouette, never fully visible

2 Low-resolution video with a pixelated face


The Host gives a
voice to Production 3 Deeply shadowed hood
and provides
continuity between 4 Rubber caricature mask (a former president, or one of the
the events of a competitors, etc.)
season.
5 Full-face gas mask
WARNING: The Host
can become a target 6 Fencing mask
for aggression and
projected hostility. 7 Carnival mask
The competitors are
not your friends. 8 A photogenic assistant conveys their messages, while the
Host stands off in the distance out of focus

9 The Host is a different person every time they appear.


Variations on a theme (e.g. always an old white guy with a
moustache, but a different old white guy with a moustache
each time).

10 A ceramic mask

11 Dated and grainy footage, clearly from decades ago. And yet
this anachronistic host references the players by name.

12 Theatre mask, e.g. Ancient Greek or Noh Theatre

Example Host Lines

1 WELCOME TO DEATHMATCH ISLAND.

2 THIS CHALLENGE IS ON.

3 IN THIS GAME, YOU ONLY HAVE ONE LIFE. USE IT WISELY.

4 THE ISLAND HAS SPOKEN.

5 CONGRATULATIONS, PHASE TWO IS COMPLETE.

6 WANT TO KNOW WHAT YOU PLAYED FOR?

Deathmatch Island Orientation 099


Production Comms
The following are some of the messages that competitors might
find around the island. These are delivered through posters,
billboards, and pre-recorded messages played on a loop.

Example Competitor Comms

1 GRIND NOW. SHINE LATER. PLAY TO WIN.

2 GOOD THINGS HAPPEN TO THOSE WHO WIN.

3 GIVE 110% ALL THE TIME—


HUSTLE BEATS TALENT WHEN TALENT DOESN’T PLAY TO WIN.

4 INVEST IN YOUR DREAMS. PLAY TO WIN.

5 A DIAMOND IS A CHUNK OF COAL THAT SURVIVED UNDER PRESSURE.

6 DON’T GIVE UP AFTER THE FIRST FAILURE—PLAY TO WIN.

7 YOU WON’T GET FOLLOWERS IF YOU’RE ALWAYS FOLLOWING.

8 BE NICE TO PEOPLE. TRUST NOBODY.

9 ELIMINATE WHAT DOESN’T HELP YOU SUCCEED.

10 DREAM BIG, WORK HARD, PLAY TO WIN.

11 DON’T WORRY ABOUT BEING A LEADER—


WORRY ABOUT ATTRACTING FOLLOWERS.

12 FOLLOWERS FOLLOW DREAMERS. DARE TO WIN.

Example Internal Comms (e.g. in Restricted Areas)

1 SAFETY STARTS WITH S BUT IT BEGINS WITH YOU.

2 THE SECOND RULE OF PRODUCTION:


ENJOY PEPSI-COLATM !

3 REMEMBER—WE DON’T TALK ABOUT SEASON #172.

The unfortunate events of that season do not reflect Production values or Competitor
spirit. LET’S MOVE ONTM

4 COMPETITORS ARE DISPOSABLE .


YOU ARE DISPOSABLE.
ONLY DEATHMATCH ISLAND LIVES FOREVER.

5 TAKE HEART—THE DIRECTORS ARE ALWAYS WATCHING.

6 DON’T MAKE TROUBLE—MAKE ENTERTAINMENT.

100 Orientation Deathmatch Island


PLACEHOLDER FOR FINAL ART

Deathmatch Island Orientation 101


13

One-Shot Mode

There are several ways to play Deathmatch Island as a one-off


session. Choose Island One or Two, and any Cast. The first option
is to run it as normal, Phase One and then Phase Two. Alternatively,
you could go from Phase One straight to the End Game. Finally,
you could run the island with both Phase One and Phase Two, and
then run the End Game as well (this would take the longest).
All three options will provide a fun time, and the choice really
depends on how much time you have available.
The End Game is the quintessential deathmatch experience, so
we recommend trying to fit it in if you can. You can always play it
by ear and see how much time you have left at the end of Phase
One—jump straight to the End Game if time is running out, or
complete Phase Two first if you have the time.

Competitor Creation
Follow competitor creation as normal, but Competitor Players
may choose everything, including Occupation, instead of rolling
randomly (for the sake of efficiency). If time is tight, you could have
players create their competitors ahead of time or provide them
with pre-generated competitors to choose from.
Cross off the top three boxes in the Injury tracker. Do not
mark any Advances. Competitors in one-shots are more
fragile to compensate for the shorter timeframe.

Trust Building and Flashbacks


Instead of doing ice-breakers, run Trust Building and flashbacks
after competitor creation. Taking turns, each Competitor
Player asks one question to another from the Trust Building
Questionnaire. That player answers with a short flashback to their
life before they came to Deathmatch Island. The Production Player
may insert one detail during the flashblack.
Each Competitor Player marks 1 Trust (instead of the usual
2) with every other competitor on the team.

102 Orientation Deathmatch Island


Phase One
The competitors choose where to land and explore from there as
usual. Allow Phase One to run for 2-3 nodes, depending on how
much time you have available (leave at least an hour for the End
Game).

Phase Two
If you think you have time, run Phase Two as well. Otherwise, skip
this step.

Trust Building and Flashbacks


Do another round of Trust Building and flashbacks (see previous).
This time, both competitors mark Trust with each other after each
question and answer.

Go Your Separate Ways


A klaxon sounds. Loudspeakers instruct the competitors to follow
the instructions in their uniform pocket, which are directions to
a hidden, individual waiting room for each competitor. A small
windowless room, fluourescent light, red carpet, a leather arm
chair, a glass of water. What’s going through the head of each
competitor? Everyone marks one Advance.

Standoff
Each competitor leaves their waiting room and starts making their
way across the nearly empty island to reconvene with the other
survivors. Run the Standoff procedure (see page XX) and the End
Game as appropriate.

Standard End Game


If at least one player chooses Play to Win, run the Standard End
Game as usual. Any surviving NPCs are usually taken out during
the Scout stage (incorporate this into confessionals). If you have
an odd number of players, have one NPC survive to even out the
pair-ups during the Scramble (the Production Player rolls dice for
them).

REDACTED End Game


If all players choose Break the Game, run the REDACTED End Game.
Use the following dice pool for Production (it’s a little toned down
from the usual one).

Production (2d8 Dangerous, Exhausting). Merciless (d8). Armed


kill-squads (d10). Subliminal programming triggers (d10). Guard
dogs (d6).

Deathmatch Island Orientation 103


14

Production
Guidance

While the competitors are focused on followers, victory, and


exploring their own past, the Production Player provides the
tension, stakes, and context.
The first thing to note is that you are not responsible for everyone
having fun. That is the responsibility of all the players equally.
Between all their confessionals, the Competitor Players should
be talking more often than you are. They will narrate most of the
action and excitement. You are the facilitator and guide, clarifying
and summarizing and moving things forward, but the competitors
are the stars.
Remember that everything can be collapsed down to the island
and the Cast. The island makes Deathmatch Island feel like a real
place, and the Cast provides an explosive situation for Competitor
Players to ignite. All the other bits are just optional tools in your
toolbox—there if you need them but not a requirement.
Choose a Cast you find compelling and read the write-up, along
with Island One. Spend a few minutes imagining the people,
places, and challenges. Create the atmosphere in your mind. Try to
make this imaginary place a little bit familiar before you play.
If you feel like it, you can think about how you want the Host to look,
and some lines you can throw in. None of this is a script, but more
a grab-bag of stuff you think will play well at your table. Hold on to
it lightly.

104 Orientation Deathmatch Island


Describe, Listen, Respond
This is the core loop of the Production Player. If in doubt, fall back to
these three steps.
An alternative core
loop is Obfuscate, 1. Describe
Bewilder, and
Take your time setting up the scene. Use the Cast and island text
Tyrannize. We
welcome all as a start, and build from there.
Production styles. • What do they see? What catches their eye?
• How does it feel? What do they smell? What do they hear?
• Who else is here? What’s their vibe?
• What’s happening as the competitors arrive?
Keep it simple. Start with a brief description and a few sensory
impressions. Have a conversation with the other players—they’ll
ask questions that you can clarify, and you can ask them to
contribute details too.
Summarize the encounter indicated by the Cast write-up, and
suggest some possible contests.

2. Listen
Once the situation has been described and the Competitor
Players have stated their goal and approach, dice hit the table. As
confessionals start, hand over narrative reigns to the other players.
Listen more than you speak. Make mental notes. Try to incorporate
the fictional elements that they introduce into future developments.
You have the opportunity to add a short interjection between each
player confessional. Use this to:

• Summarize what has happened and what is about to happen.


This is like being a sportscaster—an exciting commentary that
gives a sense of momentum and cohesion to events.
• Threaten the PCs. Give their opponents teeth and agency—
make it feel like they are active participants in this contest.
Describe them making their own moves to endanger the PCs
and win the day.
• Ask the group for ideas. The other players can help you come
up with something cool.

3. Respond
After a contest, recap where everything ended up and the new
situation for the competitors. Ask the leader where they’re headed
to next. Take some time to describe the journey and bring the
island to life. Then move to the next node and begin the loop again.

Deathmatch Island Orientation 105


Things to Avoid
• Make it big (don’t worry exactly how big). On Island One
there are several hundred competitors. Island Two has around
a hundred. How many are there in total, on any given team? The
Competitor Players will never know exactly. Nobody knows. It
doesn’t really matter. There are lots of competitors and many will
die.
• Don’t sweat the details. Think cinematically, in terms of
vignettes and scenes. Don’t track every missed reward and
what every other competitor is doing off-screen. Keep things
moving and trust your narrative instincts.
• Don’t hold back. The game is called Deathmatch Island—it’s
part of the premise that competitors will be taken out (even in
Non-Lethal Mode). The mood should be fast, tense, and action-
packed.
• Don’t forget about Advantage dice. This is a mechanical way
to reward clever ideas and succesful plans. It’s also a way to give
the opponents sharper teeth.

Things to Try Out


• Experiment with sprinkling in additional flavor—the creepy The first rule is: if it’s
presence of Production, or more complicated over-the-top good entertainment,
situations for Phase Two. then it’s allowed.
Strange events,
• Be patient walking through contests and assembling dice breaking the game,
pools. Do it in the same order each time. soap opera twists.
If it makes a great
• Ask more questions. Get into the heads of the competitors.
season, then a
How do they feel about all this? What do they talk about as good Producer lets
they walk from node to node? What do they each do to pass it happen.
the time while they’re waiting for another team to show up to a
challenge? Just don’t

• Introduce non-player competitors that the players will .


care about. If you know the kinds of NPCs that your players
respond to, trying throwing in some that they’ll find sympathetic.
It adds to the stakes.

Double-Duty Contests
A session of Deathmatch Island is made up of a Cast and an island.
To keep things fast paced, remember that a single contest can
do double duty, resolving multiple goals (or complicating multiple
things on failure!). Generally, you want to keep it to one contest
per node on the map, so try to make sure that almost every
contest weaves in (and resolves) one Cast encounter as well as
anything specific to the map, such as claiming rewards.

106 Orientation Deathmatch Island


The PCs arrive at Sanctuary, a Built-up Area. This node has its own
rewards, and the Production Player also takes the opportunity to
introduce a new Cast encounter. They introduce the Unstoppable
Alliance encounter from Cast A, where the team see huge numbers
of competitors being recruited to Abthorpe’s alliance. Will the PCs
intefere? They choose their goals and approach. One contest will
resolve everything.

Contests should be reserved for whole montaged scenes, like an


entire location encounter. Smaller obstacles should be resolved
through roleplay and consensus.

Theory Crafting
Theory Crafting is used to build your version of Deathmatch Island
collaboratively, but try not to let it become the focus. This is a game
about people—their backgrounds and motivations, and their
decisions. Everything else only exists to frame that context.

The islands, especially the Restricted nodes, offer a wide variety of


hints as to what is going on behind the curtain. Theory Crafting lets
the players indicate what type of conspiracy they’re interested in
seeing more of. Don’t feel compelled to offer any hard answers, and
try to make sure that most of the avenues are still potentially true until
the very end.
For example, if Weird is the leading theory and the players have
discussed extraterrestrial aliens, you could lean into this by having
strange radio broadcasts, subtle evidence of alien flora growing on
the island, or a window that looks out on the black vastness of deep
space. Unless you want a comic, goofy tone, you might want to avoid
having a little grey alien show up in person.

Modulate Difficulty
Part of being the Production Player is assessing (and discussing) the
mood of the table—if the game feels too easy, it will lack stakes and
drama. If it’s too hard, it becomes demoralizing. You have a few tools
for modulating difficulty:

→ Reduce the Danger Level. You can change this at any time
for any reason.
→ Reduce the number of traits you roll for the opponent.
Again, it’s your call how many traits you roll, and this can
drastically scale the difficulty. Start with a couple, and scale up
or down from there.
→ Increase the number of rewards. If the players haven’t had
many wins, they’ll be low on Acquisitions. Feel free to bump the
reward numbers once they do get a win, to compensate. This
can help get them out of a failure spiral.

Deathmatch Island Orientation 107


Once they start succeeding more than failing, don’t forget to dial
the difficulty back up again (slowly). With a few Advances under
their belts and some Acquisitions, the competitors will become a
lot more formidable.

Flashback Details
During the Trust Building exercises, you add one detail to each
Competitor Player’s flashback. Use this opportunity to provide
material for Theory Crafting, to add mystery and suspense, and
to tie the competitors to each other and to Deathmatch Island in
unexpected, unsettling ways. Here are some ideas to get started.
Refer to the
Deathmatch
1 A vaguely unsettling individual who reappears in the Island org chart for
background of multiple competitors' flashbacks. A tall, pale more information.
person in a powder blue suit—a severe woman with dilated Remember that
black pupils—a small man with a pencil moustache and has
aviators. final say regarding
everything. This is the
2 An item with Deathmatch Island branding is in the scene, bottom line.
unremarked upon. A gun, a can of beans, a bottle of
champagne, a Follower Counter wristwatch.

3 Something that players have already encountered in one of


the Restricted nodes reappears in this flashback (a strange
switch, viscous black slime, etc.).

4 A white van with the Deathmatch Island diagram on the side.

5 A character introduced in another Competitor Player's


flashback (a relative, a friend, a lover, a teacher, etc.) is part
of this flashback. You can use the fact that some of these
characters may not have been described physically yet,
so it's quite possible to imagine one character's husband is
another's brother.

6 A Deathmatch Island competitor, in uniform—unseen in the


background, watching.

Compelling Non-Player Competitors


The drama is heightened if the player competitors care about
some of the non-player competitors. Introduce Cast members
they might like (perhaps even someone they know, from a
flashback), and give them time to interact. You have a free hand
to make these NPCs useful to the player competitors—they
might mark Trust with them (which can be used like any other
Trust, provided that NPC is around). NPCs might also give an
Advantage—even a REDACTED Advantage if they know some
secrets about Deathmatch Island. If the NPC dies, their Trust or
Advantage is lost.

108 Orientation Deathmatch Island


Ownership
What kind of die is a given Advantage worth? Does a competitor’s
Occupation apply to the action at hand? Who dies in this scene?
In general, the group of players as a whole should discuss these
things and come to a consensus. If you need explicit permissions,
here’s a guide to which player has final say:

• The Production Player has final say regarding what harm traits
apply to a contest.
• The Production Player has final say regarding whether non-
player competitors live or die during Phase One. The winner
of the Seize contest determines the stakes during Phase Two.
• The Competitor Player has final say regarding the relevance
of their competitor’s Occupation to a contest (they prove its
relevance when they give their confessional, not before the roll).
• The Competitor Player has final say regarding how an
additional Capability applies when they mark Fatigue to add
one.
• The Competitor Player has final say regarding how any
Acquisition gives them an advantange when they use it.
• The Competitor Player has final say regarding what happens
to their competitor when they fail.

Scale and Scope


By default, the scale of action in Deathmatch Island is meant to
be cinematic but grounded. Have fun with confessionals, but
remember that these competitors are meant to be just average
people, not action movie stars. Save the truly over-the-top stuff
for when you are best in a contest, but otherwise try to portray a
regular person struggling in a very dangerous situation.

Deathmatch Island Orientation 109


15

Example of play

An example of play on Island Two, using Cast A (page XX). Featuring


Mendez’s competitor Diana (a private military contractor, she/
her), Sean’s competitor Calvin (a factory worker, he/him), Karen’s
competitor Willow (a caretaker, she/her), and Mike’s competitor
Jordan (an accountant, they/them).

Phase One Contest


The team has just lost the White Water challenge, and they
stand on the opposite bank checking their injuries, soaking wet.
From here, they could move on to several other nodes or even
backtrack. Diana is currently the leader and she makes the call that
they’ll head to Sanctuary. Sounds like the kind of place where they
can catch their breath.
Sanctuary is a Built-Up Area and the node’s description suggests
a Cast encounter should happen here. The Production Player
checks the “Further Encounters” list, and then describes what the
competitors find when they arrive at the node.

“You come over the hill and see Sanctuary sprawling below
you. A subdivision of cleared earth, with dozens of identical
Executive Homes in a neat grid. The McMansions sit empty and
abandoned. There’s probably stuff to grab in those buildings.

“You see a few scattered groups of competitors moving through


the area already. Some of those are clearly part of police officer
Abthorpe’s alliance. They’ve fashioned arm-bands to recognize
each other. They’re going around and recruiting the neutral
competitors to Abthorpe’s already-large alliance. Those that
argue get shot.

“What do you want to do? Maybe you could sneak through


with Snake Mode, or maybe you want to convince the neutral

110 Orientation Deathmatch Island


competitors to join your alliance instead? That woud be Social
Game. Or maybe you have some other idea!”

The Competitor Players confer and then Diana, the leader, speaks
for the group. They’ll use Social Game to recruit some neutrals to
their own alliance before Abthorpe can.
The Production Player establishes the contest:

“So this will be a Social Game contest against the police officer
Abthorpe, who is Loud and Aggressive.

“I’m taking 1d8 for his name and Occupation, 1d8 for being Loud
(you’ll have to work around that), and 1d8 for the Aggressive trait.
This could get nasty!”

The Production Player rolls 1, 3, 5. Adding the +6 Danger Level for


this node, their highest die results in a target number of 11.

“Alright, who’s in and who’s supporting for this contest?”

“Diana is in for sure. We cut to Diana running in slow motion,


and text whips in over the top. DIANA DANKWORTH, PRIVATE
MILITARY CONTRACTOR, CARRIES A REMINGTON M87
SHOTGUN.” Mendez takes 1d6 for Diana’s Name, 1d6 for her
Occupation, 1d6 for her Social Game Capability, and 2d4 for the
shotgun Acquisition. “And actually, I want Willow to bolster me.”
Mendez removes 1 Trust with Willow, and takes an additional 1d8
for Willow’s Social Game Capability.

“Calvin’s on the bench. He’s going to hang back, but he’ll coach
Diana before the others head out.” Because he’s supporting, Sean
marks 1 Trust with Diana, and passes Mendez a copy of Calvin’s
Name die (1d6).

“Jordan Rosa! 53 years old. A little first aid kit icon flashes up for
their Survival Gear.” Mike takes 1d6 for Jordan’s Name, 1d6 for
their Social Game, and 1d4 for the Survival Gear Acquisiton. He
also decides to mark 1 Fatigue to add 1d8 Snake Mode (as a
second Capability) to his dice pool.

“Willow’s in. There’s a TV voice-over: Willow Snow, Caretaker, 38


years old.” Karen grabs a 1d6 for Willow’s Name die, 1d6 for her
Occupation, and 1d8 for her Social Game Capability. “Wait, we
need a win here. I’ll also use the Hyundai.” Willow took a car at a
previous node, and has it listed as an Advantage. Karen crosses
this off, and the Production Player decides it’s worth 1d10 here.
Karen adds 1d10 to her dice pool.

The Competitor Players roll their dice pools at the same time, once
everybody is ready. Each sums their two highest dice, comparing
the result against the Production Player’s total of 11.

Deathmatch Island Orientation 111


Jordan falls short with a total of 8. Willow succeeds with a total of 11.
Diana has a total of 14.
The Production Player takes a moment to recap what all this
means.

“Jordan fails and will do their confessional first, then Willow who
succeeded, and finally Diana who was best. You’ll get some
rewards here, let’s see... Four small luxuries and two semi-auto
pistols. But hang on, that contest was Risky, so because Jordan
failed, you only get three small luxuries rather than four.”

“Oh, and because I failed, I guess I mark 1 Fatigue as well. It’s not
Jordan’s day...” Mike adds.

The Competitor Players narrate their actions in the contest via


confessionals, starting with Jordan, who got the lowest result. Mike
describes how Jordan used both the survival gear and their Snake
Mode Capability.

“Jordan doesn’t want to be exposed in the open, so they leave


their teammates hiding in one mansion while they sneak into
another building nearer the action. They leave a first aid kit
visible in the doorway, hoping to lure some competitors into
the shadows where they can talk in private. But a group from
Abthorpe’s alliance spot it first and throw a flash-bang grenade
into the room to clear it before entering. Jordan is forced to roll
out of a window, blinded, and barely escapes. He drops the bottle
of champagne he had grabbed from the mansion’s fridge, and it
shatters.”

The Production Player responds with actions by the opponent:

“Abthorpe’s crew is on high alert now, squads of them moving


through the streets and checking each building, kicking in doors.
They’re almost at the one the rest of the team is hiding in.”

Karen does her confessional next, describing how Willow


succeeds in the contest.

“We see Willow in the garage, at the wheel of the car. Cut to her
confessional. ‘The top two skills I learned in my old job were
dealing with grumpy shitheads, and driving stick.’ The garage
door rolls up, the engine roars, and the Pony comes blasting out.
Abthorpe’s squads dive out of the way and then start chasing
the car down the street, firing shots. Willow rolls down the
window, shouting at any neutral competitors she sees not to trust
Abthorpe! Once she’s out of the subdivison, she places a brick on
the accelerator and rolls out the door.”

The Production Player responds:

“Abthorpe’s goons keep chasing after the empty car while Willow

112 Orientation Deathmatch Island


circles back to the team. There are only neutral competitors left
in Sanctuary now, and they’re peering from behind cover with a
wary look.”

Finally, Mendez describes the actions of Diana, who was best.

“Diana sees the streets cleared and stands up, shotgun ready.
She has a confessional explaining all about her urban combat
training as we see her moving through the streets. She gets the
drop on the neutrals before they have a chance to run, but she’s
here to talk. She’s not actually a great people person. I used Trust
with Willow, how do you help?”

Karen says, “Willow comes jogging up, and she’s going to be the
friendly one explaining to these people why they should join our
alliance.”

“But I think Diana standing behind her, holding a shotgun, is what


seals the deal,” Mendez adds.

The Production Player responds:

“So these competitors are won over, and maybe five or six of
them join your alliance. Their leader is a young woman called
Pania. They’ve scavenged a bunch of stuff out of the mansions
already, and they give a share of it to Diana for your team. You
won’t have long until Abthorpe’s crew come back; you’ll need to
move out soon. How do you divide up the loot, Diana?”

Mendez decides which competitors get which Acquisitions. Calvin


marks 1 New Follower box (representing 10,000 followers) for
supporting. Jordan marks 1 New Follower box for failing. Willow
earns 60,000 followers (6 New Follower boxes) for succeeding
(half the Production Player’s result, rounded up). For being best,
Diana marks 11 New Follower boxes (equal to the Production
Player’s result), equal to 110,000 followers.

Questions to Consider
• How useful was the vehicle Advantage here? The Production
Player decided it was worth 1d10, but would that change
depending on the players’ approach? Perhaps if they were
trying to sneak, it might have only been worth 1d8. And if the
Production Player had already described the opponents as
having their own vehicle Advantage die, would the two cancel
out so neither side had one?
• Generally, the players contest against an individual’s traits in
Phase One and an alliance’s traits in Phase Two. For that reason,
the Production Player decided to use Abthorpe’s leadership
abilities as the opposing traits, even though he wasn’t physically
present. Would it make more sense to use the actual Vast
Alliance itself, anyway, even though this is still Phase One? This
would be more consistent with the fiction, although it would

Deathmatch Island Orientation 113


make the contest much tougher.
• This node requires a Cast encounter, so the Production
Player chose the first one off the list. Would another “Further
Encounter” have made more sense? Should they have changed
the details of the encounter to better match the node the
competitors were in? Perhaps instead of Abthorpe’s goons
recruiting people in the streets, they might have had some
hostages in a building.
• The Production Player used the succesful contest as an excuse
to introduce a new NPC from Cast A—Pania, a haunted call
center worker. Pania has her own suggested Cast encounter,
where the team can attempt to find out what strange secrets
she knows about Deathmatch Island. Generally you only do
one contest per node, but does it make more sense to have that
scene and contest immediately, here at Sanctuary? Or should
the Production Player wait for a future node to introduce it as an
option?

Phase Two
After exploring five nodes and completing five contests (the
Production Player felt they had time to do one extra node, given
they had travelled in a vehicle for a short while), the klaxon sounds
and Phase Two begins. Only half the remaining competitors will
survive the night.
The Production Player sets the scene as Phase Two begins:

“Your team doesn’t don’t know all this yet, but they’ll find out during
the Scout stage. Basically, Abthorpe’s huge alliance has spread
out in a circle, across the island, and they’re going to herd the
competition (you) into a smaller and smaller area until they can
shoot you like fish in a barrel.

“Do you want to confront the Vast Alliance head-on, and break
the dragnet? Or do you want to hunt down Abthorpe and cut off
the head of the snake?”

The players decide they want to confront Abthorpe himself. They


go their separate ways as they conduct the contest for the Scout
stage, and the Production Player wins. The Vast Alliance gains a
1d10 Advantage die.

“You have been outmanoeuvred, and while you thought you were
chasing Abthorpe, he was chasing you! You walk right into his trap
in Sanctuary, as he and his team surround the subdivision and
start closing in.”

Because all the Competitor Players used weapon Acquisitions,


the contest was Dangerous for all of them. Each competitor marks
an Injury for failing in the contest.

114 Orientation Deathmatch Island


Next, the Production Player establishes the Scramble stage, by
first revealing the threats.

“As Abthorpe’s toughest recruits close in, your ally Pania looks like
she’s going to snap under pressure. She’ll run off into the night,
and be killed. At the same time, your ally Beckett is about to reveal
he’s a traitor, shooting one of you in the back. This will cause 2
immediate Injuries.”

There are two threats: Pania’s panic and death, and 2 Injuries to a
random PC from Beckett’s betrayal. Willow and Jordan choose to
Defend, and they both succeed. Willow has a moment with Pania
and keeps her calm. Jordan realizes Beckett’s betrayal at the last
moment, killing Beckett before he can hurt one of them.
Calvin and Diana are left to Seize control of the battle. Diana
fails and marks another Injury. Calvin manages to succeed. He
chooses the stakes and bonus Capability for the final stage, the
Battle Royale:

“I’ve driven Abthorpe back, forcing him to retreat into a burning


mansion with his last bodyguards. There is no escape, it’s fight or
die. The stakes are his death. The smoke and shadows could be
used for a stealth approach, so I’m choosing Snake Mode for the
bonus Capability.”

The team wins the Battle Royale contest, with Diana best. After
a bitter fight through the burning building, she shoots him on the
rooftop, and he drops to the ground below. Abthorpe has been
removed from the game, and the klaxon goes off, signalling the end
of PhaseTwo.
It is time to return to their boat and move on to the next island.
Abthorpe is gone, but his Vast Alliance remains—the team will find
out who takes the reigns of leadership when they get to
Island Two...

Deathmatch Island Orientation 115


PLACEHOLDER FOR FINAL ART

116 Orientation Deathmatch Island


CASTS AND ISLANDS

Deathmatch Island Orientation 117


16

Running Casts
and Islands

This section contains four season-long Casts to choose from, as


well as the three islands that make up each season. Each time
you begin a new season, you choose a Cast. You then present the
islands to the Competitor Players in order. It is up to them how they
interact with that season’s Cast.
Each island is made up of connected nodes on a map. The
Competitor Players choose a Landing Point, resolve a contest
there, and then move on to one of the next nodes. It’s up to the
Production Player when Phase Two begins. Once that is complete,
the survivors move on to the next island.

Preparation
Choose a Cast, print it out, and read it over before beginning the
season. Before each session, read the next island. Review your
notes about the current status of the various factions within the
Cast. Jot down any Production comms, Phase Two situations, or
general ideas that occur to you as you’re reviewing.

Using Casts
Each Cast comes with a first encounter, along with some
suggested follow-up encounters and some ideas of how that
Cast might develop as the season progresses. The encounters
can occur in any node, or even between nodes—although most
probably take place within Built-up Areas or Points of Interest.

118 Orientation Deathmatch Island


First Encounter
Sets the tone for the whole season and introduces some of the
key characters. The first encounter does not necessarily happen
as soon as the team lands; it happens when they move to a
location where they’re likely to encounter other competitors for
the first time. When and where that happens depends on their
movements.

Further Encounters
For each Cast, several further encounters are provided, usually
with suggestions for how to resolve them, and in some cases
possible outcomes. These introduce important people and the
tensions between them. Present these encounters (or others you
come up with during play) in any order. You do not have to use
every encounter. Not every node needs to have an encounter—
they’re more likely to happen in Built-up Areas or Points of Interest.
You can read the italics text aloud, or paraphrase it in your own
words.

Deathmatch Island Orientation 119


Island One Phase Two
Generally, you should start Phase Two after the Competitor
Players have completed 4–5 nodes (with the opportunity to do
more nodes if they acquired a vehicle). However, you can start
it whenever you want based on other considerations, like how
many sessions you want to do, how long the sessions will be, etc.
Make sure you give yourself plenty of time for Phase Two—it is the
climax of the island.
Every Cast includes an overview of what the Phase Two situation
might be and some options for the competitors. The islands are
large and there will be multiple things going on at once—the PCs
can only get involved in one situation. What’s written in the Cast
are suggestions and ideas, and you should modify them to fit your
story as it has developed so far, as you see fit. Again, you can read
this text aloud or paraphrase it.

Characters
Each Cast has a list of characters and their traits (with dice values).
When one of these NPCs opposes the competitors in a contest,
choose from these traits.
Note that sometimes there might be overlap amongst those
present—Abthorpe has traits, but he’s also part of the Vast
Alliance, which has traits of its own. You shouldn’t need to roll

120 Orientation Deathmatch Island


two NPCs (e.g. Abthorpe and the Vast Alliance) at one time. Pick
whichever is most relevant to the contest at hand. Generally
speaking, earlier contests (Phase One) are more likely to be
personal in scale, and you’ll use individuals. Phase Two contests
are much larger in scale, and you use the alliance traits.

Further Encounters and Island Two Phase Two


The second set of further encounters are primarily meant to be
used on Island Two, although you should feel free to use these on
Island One if that feels right. They lead on to a suggestion of what
Phase Two might look like on Island Two. The deeper you get into
your season, the more it can and should diverge from the written
Cast guide. Always prioritize the fiction as established at the table,
and modify the Cast guide on the fly to suit your needs.
By the time you get to Island Three, there will only be six
competitors left. At this point, most of the drama is between the
remaining PCs and Production, so the Cast guides do not extend
into Island Three.

Questions
The questions at the end of each Cast are open-ended, and can
be answered through play (both by the Production Player and
Competitor Players).

Deathmatch Island Orientation 121


Using Islands
Each island is a series of keyed nodes, each with a written
description. You use the same three islands for each season,
although there are enough nodes that no two seasons will be
the same. The team will visit a different combination of nodes
each time, further complicated by the dynamics of a different
Cast each season.
Every node is resolved by a single contest. This could resolve an
encounter from the Cast guide, a challenge from a challenge node,
or breaking into a Restricted node (generally only one of these
three events should occur per node). Whatever the contest, if at
least one Competitor Player is successful, then the team gets the
rewards listed (how this occurs depends on the fictional situation).
It is up to the leader to distribute them.
If the team visits a lot of Challenge and Restricted nodes and
you haven’t had many Cast encounters, you could have a Cast
encounter happen during travel between nodes (though this
should be rare).

Island Node Types


• Built-up Area. A location with a lot of buildings. These
always have a lot of rewards, and as such attract a lot of other
competitors. High Danger Level, high reward.
• Challenge. A formal challenge set by Production. Challenges
require all competitors in a team to take part, and they’re always
very dangerous. They also offer large rewards.
• Point of Interest. A landmark or other unusual feature. Points
of Interest tend to be low on rewards, but they also have a
low Danger Level. They can offer other Advantages to the
enterprising competitor.
• Restricted Area. These nodes are off-limits to competitors and
will require a REDACTED contest to enter. Restricted Areas offer a
chance to see behind the curtain of Production.

Vehicles

Vehicles should be factored into the Production Player’s


decision of how long Phase One will be. If the competitors
got a van, Phase One might be 5–6 nodes instead of 4–5.
Vehicles can also be used as an Advantage die (the size
determined by the Production Player as usual). Once used
as an Advantage, the vehicle is lost.

122 Orientation Deathmatch Island


Overview of Casts
Cast A: On the Dynamics of Applied Authority
A police officer leverages his former authority to pull together
an army of cowed competitors. A small group opposes him, but
their alliance has fractures ready to explode. A Cast that explores
control and resistance.

Cast B: Three Defences of Coerced Conflict


One alliance feels reborn on this mysterious island. Another is
made up of competitive “alphas” who feel compelled to win any
contest before them. The third are people who will do anything for
the prize money. All three have complete dedication to the game. A
Cast that explores diverse motivations and how far people will go
in pursuit of their goals.

Cast C: A Cyclical Theory of Competition


Half these competitors are lambs and half are wolves. Added to
this volatile mix are a group of insurgents ready to blow the game
up, and a competitor from a previous season returned to play
again—and determined to play hard. A Cast that explores cycles
of violence and the very nature of the game.

Cast D: The Stagnant Species, Towards a Greater Evolu-


tion
A group of competitors with no memories, others with strange
powers, an old woman who seems above and beyond the game
itself. Can you figure this out before it’s too late? A Cast that
explores the stranger side of Deathmatch Island.

Overview of Islands
Island One: The Cradle

The reality of A subtropical island with former residential usage. Hundreds of


Deathmatch Island competitors start on this island, and half will survive to move on to
is more complicated the next one.
than three linear
tracts of land Island Two: The Crucible
surrounded by water.
A temperate-to-subpolar island with former industrial and
However, three is a
resonant number and scientific usage. Half of the starting competitors are on this island
works well within THE at the beginning, and only six will survive to move on.
FIELD.
Island Three: The Crown
Do not attempt to
A polar island with an anomalous climate—temperatures and
index all islands.
humidity are at tropical levels. Six competitors arrive at this island,
and only one is supposed to leave.

Deathmatch Island Orientation 123


PLACEHOLDER FOR FINAL ART
Cast A On the Dynamics of Applied Authority

A police officer leverages his former authority to pull together an army


of cowed competitors. A small group opposes him, but their alliance
has fractures ready to explode. A Cast that explores control and
resistance.

First The place is in chaos—explosions, gunshots, competitors running


Encounter and hiding. A man thunders commands through a megaphone in the
distance. A small group in hiding hisses to get your attention.
Abthorpe, a police officer, is the competitor with the megaphone.
He’s invoking his real-world authority to have all competitors line up
under his command until he can figure out what’s going on here. Any
resistance will be met with extreme force.
Quincy and her small group of dissenters are hiding from
Abthorpe’s forces. They don’t trust the police officer and want to stay
independent.

→ Will you fall into line under Abthorpe’s command? He demands


that you find and kill Quincy’s group as proof of loyalty.
Deathmatch vs. Quincy.
→ Or will you help Quincy’s team sneak away to safety? Snake
Mode vs. Abthorpe.
→ Or maybe you try to evade both teams, grab all the rewards you
can, and get out of there alone?

Further → The Unstoppable Alliance. Abthorpe’s appeal to authority


Encounters is a comforting thing in this unsettling place, and the more his
alliance grows, the more pull it has. Can you stop his alliance
from absorbing every competitor on the island? Social Game or
Snake Mode vs. Abthorpe. If his alliance isn’t stopped, give the
Vast Alliance an Advantage die in Phase Two.
→ Wildcards. A small group of holdouts are led by Beckett, a
con artist. They’re all swindlers and thieves, with little to return
home to—and many misdeeds to atone for before they die.
They’re currently independent, but would be a valuable asset
to any alliance. Can you recruit the Wildcards? Social Game vs.
Beckett. Or will you take them out before they become another
weapon in Abthorpe’s hands? Deathmatch vs. Beckett.
→ Ghosts. Pania is a friendly, affable person who doesn’t
particularly want to hurt anyone. She’s also been haunted by
Deatmatch Island for many years in her former life. Will you try
to get her to tell you what she knows about the game? Social
Game vs. Pania.

Deathmatch Island Orientation 125


Island One As Phase Two begins, Abthorpe’s large alliance spreads out in a
Phase Two huge dragnet to surround any remaining survivors, slowly but surely
herding them into a smaller and smaller area. Then they’ll begin killing
competitors, like fish in a barrel, starting with those of the lowest
importance to the alliance (the PCs are considered
low importance).

→ Will you confront the alliance head on, and break the dragnet?
Threats: Quincy snaps under the pressure of the encirclement,
runs off alone, and is promptly killed. One of your allies is a traitor,
and shoots you in the back (causing two immediate Injuries to a
random PC).
→ Or will you find Abthorpe and cut off the head of the snake?
Threats: As you confront Abthorpe, his dragnet encircles
and kills many (including Quincy). Abthorpe spreads the word
that the PCs are secretly working for Production—you will be
strongly mistrusted going forwards.

Further → Abthorpe Is Killed. If this happens, his second in command


Encounters will take over the remains of his shattered alliance. Collins is a
former SWAT officer, and she lacks all of Abthorpe’s powers of
persuasion and control. She makes up for it with cold brutality.
→ The Shattered Alliance. Whoever’s in charge, the Vast Alliance
starts to implode after the chaos of Island One. Can you convince
some of the competitors to switch sides? Social Game vs.
Fearful Competitors (3d6).
→ Victory at Any Cost. As you get closer to the end, Quincy (or
her successor) becomes increasingly focused on making sure
she is the one who wins this game, to get home to her family.
She pushes her team past their limits and puts her safety above
others. Will you confront her, or appeal to her humanity? Will you
get her to back down? Can you trust her now?

Island Two Quincy (or her successor) pulls together her own sizeable alliance
Phase Two to go head-to-head against the Shattered Alliance. It’s war—smoke,
shouting, running through the jungle, heart thumping, gunshots,
explosions.

→ Will you join Quincy’s side to bring down the Shattered Alliance?
Threats: Pania is killed in the chaos. Collins springs a brutal trap,
causing 1 Injury to every PC.
→ Or do you see Quincy’s alliance as the greater threat now?
Threats: Quincy kills your closest ally in retaliation. Collins
escapes the island in the chaos.

126 Orientation Deathmatch Island


Characters Abthorpe, police officer (d8). Aggressive (d8), Entitled (d8), Loud (d6).
Absolute Authority (In combat, with his followers around him,
Abthorpe is Dangerous).
Quincy, veterinarian (d8). Practical (d8), Focused (d8). Desperate to
Make It Home (When something stands directly between her and
returning home to her family, Quincy is Dangerous).
Beckett, con artist (d8). Condemned (d6), Repentant (d6),
Fearless (d10), Slippery (d8).
Pania, call center worker (d6). Friendly (d6), Haunted (d6),
Helpful (d6).
The Vast Alliance (d10). Innumerable (d10), Loyal (d8).

Further Collins, SWAT team member (d8). Brutal (d10), Cold (d8),
Characters Impulsive (d6).
The Shattered Alliance (d8). Bitter (d10), Vicious (d8 Dangerous).
Quincy’s Alliance (d10). Desperate (d10), Focused (d10).

Questions → Is Abthorpe being honest about wanting to shut this game


down? Or does he just want to win at any cost?
→ Why is Quincy so desperate to get home?
→ What did Beckett do that makes them think they can’t return to
the real world?
→ What happened to Pania that haunts her still? What does she
know about Deathmatch Island that could be useful?

Deathmatch Island Orientation 127


PLACEHOLDER FOR FINAL ART

128 Orientation Deathmatch Island


Cast B Three Defences of Coerced Conflict

One alliance feels reborn on this mysterious island. Another is made up


of competitive “alphas” who feel compelled to win any contest before
them. The third are people who will do anything for the prize money.
All three have complete dedication to the game. A Cast that explores
diverse motivations and how far people will go in pursuit of their goals.

First Dozens of wary competitors are emerging from hiding to join a


Encounter gathered crowd. Callisto addresses them with passionate words.
She speaks of the radical transformation she has experienced since
coming to this island—her chronic pain is gone, she sees clearly, she
feels the best she has in years. People seem willing to hear her out.

→ Will you persuade Callisto that you are faithful members of this
alliance of the Reborn? Social Game vs. Callisto. The best
competitor marks Trust with Callisto.
→ Or will you try to steal the rewards being protected by the
Reborn? Snake Mode vs. Pratima.
→ Or will you drive the Reborn away with force of arms?
Deathmatch vs. the Reborn Alliance.

Further → The Bottom Line. Many of the competitors desperately need


Encounters the promised prize money; their desperation drives them to
extreme acts. Galloway, a failed entrepreneur, has gathered
them together in a tontine. They’ll work together to get as far
as they can, and whoever is the last survivor gets to keep the
money. Can you find common ground with a group who are willing
to kill in pursuit of money? Social Game or Snake Mode vs.
Galloway.
→ We Can, We Will, We Must. Sunday, a crossfit trainer, is
handpicking the strongest and most athletic competitors on the
island for an alliance of “alphas.” They may not like killing, but they
definitely hate losing. Can you convince Sunday you’re worthy
of respect? You’ll have to prove that you’re winners. Challenge
Beast vs. Sunday (most likely at a Challenge node).
→ Dark Whispers. Someone is spreading rumours about the
PCs. Each alliance is told something different, but the result is
the same—the PCs are becoming the primary target of every
alliance on the island. Can you find out who is responsible and
counter their lies? Snake Mode vs. Burchard.

Deathmatch Island Orientation 129


Island One Sunday’s Alpha Alliance sends a message to the other teams.
Phase Two They propose you meet in one of the challenge arenas and play it again—
but this time with guns, and to the death. Meanwhile, Galloway’s Tontine
has set fire to the jungle to flush out the competition. The Reborn ignore the
battle royale, and instead try to put out the fire to save the island.

→ Will you go head-to-head with the Alpha Alliance? Threats: Another


alliance ambushes both you and the Alpha Alliance as you compete,
causing 1 Injury to every PC in a hail of gunfire. Nazanin, a voice of
reason, is killed (the Alpha Alliance will become more extreme).
→ Or will you confront Galloway’s Tontine beyond the inferno? Threats:
The fire separates you from each other—nobody can use Trust for the
rest of Phase Two. Your allies are gunned down by the Tontine.
→ Or will you use the opportunity to take out the Reborn while they’re
distracted? Threats: One of your allies is secretly a true believer, and
shoots you in the back (causing two immediate Injuries to a random
PC). The inferno rages out of control, causing 1 Injury to every PC.

Further → Sigma Alliance. Nazanin is the voice of reason in the Alpha Alliance.
Events If Sunday is killed first, the “alphas” become dependable allies as
Nazanin takes over. If Nazanin is killed first, Sunday goes in a more
extreme direction. If both are killed, the alliance dissolves and the
competitors join the other two alliances.
→ Succession. If Galloway is killed, Graves takes over the Tontine.
Graves is just as desperate for the money and is also a miserable,
entitled man who makes everybody’s life difficult. Whoever’s in charge,
the Tontine becomes increasingly ruthless as they get closer to the
prize money.
→ Trouble in Paradise. As the end of the season approaches, a
schism appears in the Reborn. Pratima thinks they should avoid the
End Game and attempt to live on the island forever. Callisto calls this
foolishness—that the only way to honor Deathmatch Island is to obey
the rules of the game and complete the competition. Can you exploit
this schism?
→ The Spider’s Web. Burchard seems to be everywhere. He is always
in the distance, on the periphery, whispering lies in people’s ears.
Can you put a stop to this unsettling troublemaker? Snake Mode or
Deathmatch vs. Burchard. If Burchard is left to his meddling, give the
opponents an Advantage die in Phase Two.

Island Two One alliance has fortified their position and a heavy firefight rages there.
Phase Two Elsewhere, the surviving Reborn push for an unorthodox resolution.

130 Orientation Deathmatch Island


→ Fortification. Either the Alpha Alliance or the Tontine have holed
up in a building and fortified it. Other teams are wiped out. Can you
break through? Threats: There’s a mole in your alliance, ready to
cause chaos (1 Injury for every PC). The enemy alliance turns on
itself inside their fortress, and all the moderate and reasonable
members are killed (the violent extremists survive).
→ Draw Straws. The Reborn don’t want to shoot this out—they’re
waving a white flag. They suggest drawing straws to see who
has to die. Can you trust them? Threats: Production responds to
this pacifism with Incident Response Units and attack dogs (every
PC takes 1 Injury). Another alliance attacks (any surviving friendly
NPCs die).

Characters Callisto, telemarketer (d6). Reborn (d10), Zealous (d8), Insightful (d8),
Persuasive (d8). Chosen (The first time Callisto seems to die on
screen, she reappears later, alive and well).
Pratima, college administrator (d6). Loyal (d8), Skeptical (d8).
Galloway, failed entrepreneur (d6). Proud (d6), Obsessed (d12),
Daring (d10).
Sunday, crossfit trainer (d8). Competitive (d8), Muscular (d10),
Dismissive (d6).
Burchard, fixer (d8). Unassuming (d10), Placid (d10),
Calculating (d12), Ruthless (d12 Dangerous).
The Reborn Alliance (d8). Fervent (d10), Fearless (d10), Joyous (d8).
The Tontine (d8). Focused (d10), High-Strung (d10), Fierce (d10).
The Alpha Alliance (d10). Strong (d10), Unrelenting (d10),
Team Players (d8).

Further Nazanin, pro soccer player. Loyal (d8), Disciplined (d8), Powerful (d8).
Characters
Graves, former Chief Financial Officer. Aloof (d6), Desperate (d6),
Indignant (d6).
Incident Response Units (d10 Restricted). Paramilitary (d10), Mentally
Conditioned (d10 Dangerous).

Questions → Is Callisto a fraud or did she truly become healed by the island? Is
there truth to her message?
→ Pratima doesn’t really believe in the Reborn, but she’s staunchly
loyal to Callisto. What did Callisto do to earn her unwavering trust?
→ Can Sunday and the “alphas” be turned into staunch allies, or will
their competitive nature bring them to a dark end?
→ Does the Tontine have any humanity left, or are they too far gone in
pursuit of the money?
→ Is Burchard secretly working for Deathmatch Island Production, or
is he just a troublemaker? What’s his goal?

Deathmatch Island Orientation 131


PLACEHOLDER FOR FINAL ART

132 Orientation Deathmatch Island


Cast C A Cyclical Theory of Competition

Half these competitors are lambs and half are wolves. Added to this
volatile mix are a group of insurgents ready to blow the game up, and
a competitor from a previous season returned to play again—and
determined to play hard. A Cast that explores cycles of violence and
the very nature of the game.

First The open spaces are deserted, and you see small groups of
Encounter competitors running in fear, looking for a place to a hide. It’s not long
before you discover the reason why. Townsend, a mob enforcer,
leads a group of cold killers through the streets. He’s smiling and
joking. When they find other competitors, they recruit those who
seem vicious enough, and kill the rest in cold blood. Sura, proud and
defiant, steps forward to stop them with nothing but a few brave souls
at her back.

→ Will you fight the Wolves with Sura? Deathmatch vs. The
Wolves. The best competitor marks Trust with Sura.
→ Or will you distract Townsend so that Sura’s Lambs can sneak
away? Snake Mode vs. Townsend.

Further → Insurgency. Branka leads a small group of firebrand


Encounters competitors who refuse to play the game. When first
encountered, they’ve sabotaged a key piece of Deathmatch
Island infrastructure and an Incident Response Unit van pulls
up, armed guards piling out with assault rifles. Will you risk
your lives to help the insurgents? Deathmatch vs. Incident
Response Unit.
→ Carmen. You see a lone competitor in the distance, heavily
armed and moving with confident purpose. Do you try to find out
more about this mysterious, capable competitor? Social Game
or Snake Mode vs. Carmen.
→ Deadly Alliance. A scene of recent slaughter, ordinary
competitors dead by the dozen. In the distance, unware of your
presence, you see Townsend with dozens of his Wolves, and
Carmen alone. They’re talking. Do you try to spy on them? Do
you intervene to stop this alliance forming? Or do you try to sneak
away without anybody noticing?

Deathmatch Island Orientation 133


Island One Townsend’s Wolves have been hungrily waiting for Phase Two, and as
Phase Two soon as the klaxon sounds, they begin the hunt. They rely on hit-and-run
tactics, emerging from hiding before melting away again. Meanwhile,
there’s a gunfight at the docks; Branka’s insurgents are caught trying to
escape, and Incident Response Units react with extreme force.

→ Will you take on the Wolves, and protect the Lambs? Threats:
Coordinated ambushes in several areas lead to almost all the Lambs
being killed. Sura is killed confronting Townsend.
→ Or will you abandon your scruples and join in the hunt, helping to kill
the Lambs yourselves? Threats: Your supposed allies are ruthless
killers, and they shoot you in the back (every PC marks 2 Injuries).
The Wolves loot weapons and recruit the desperate to their alliance—
they’ll be very powerful going into Island Two.
→ Or will you go to the docks to help save the insurgents? Threats: While
you’re busy at the docks, Sura and many Lambs are killed by Wolves.
Branka is knocked unconscious and taken away in a white van.

Further → Rabid Wolves. Whether in Phase Two or even during the voyage
Events between islands, Towsend is killed before reaching Island Two. His
lieutenant Ansgar takes over the Wolves. The group is even more
unstable and sadistic than they were before. Do you avoid them, or
confront them sooner rather than later?
→ Intruders. There are intruders on Island Two, with an energetic leader
called Miller. These competitors wear a different uniform in the same
colour. They refuse to say where they came from, and they play hard.
Very hard. Will you try to find out more? Can you make them an asset?
→ Wise as Serpents. Carmen has been moving amongst the Lambs,
making agreements and pacts with small groups. She’s forming them
into what she claims is an unassailable “system.” Do you intercede and
try to save some of them from Carmen’s influence? Or do you want to
be a part of her System?

Island Two There are even more intruders here than you thought. They run rampant,
Phase Two killing many. Carmen responds calmly, like everything is going according
to plan. Her followers line up before her. If Branka’s crew is still alive, they
just want to make it to Island Three (where they think they have the best
chance of stopping all this).

→ Will you take on the Intruders? Threats: Your allies panic and someone
shoots you in the back (1 Injury to a random PC).
→ Or will you try to stop Carmen from making it to Island Three, at any
cost? Threats: Carmen springs a trap, causing 2 Injuries to every PC.
All of your allies are killed by intruders while you’re busy with Carmen.

134 Orientation Deathmatch Island


Characters Townsend, mob enforcer (d8). Jocular (d6), Temperamental (d6), Vicious
(d10). Guarded (Until you find something in Townsend’s past to connect
with, Social Game has no effect).
Sura, geography teacher (d6). Intelligent (d8), Protective (d6).
Branka, infosec analyst (d8). Distrustful (d6), Stubborn (d6), Impulsive
(d6).
Carmen, returned Deathmatch Island competitor (d10). Methodical (d10),
Experienced (d10), Scarred (d8).
Incident Response Units (d10 Restricted). Paramilitary (d8), Mentally
Conditioned (d8 Dangerous).
The Wolves (d10). Merciless (d10 Dangerous), Violent (d10), Damaged
(d6).
The Lambs (d6). Practical (d8), Stoic (d10), United (d8).

Further Ansgar, killer (d8). Harsh (d8), Sadistic (d6 Dangerous), Strong (d10).
Characters Ice Cold (Social Game has no effect).
Miller, intruder (d8). Odd (d6), Energetic (d8), Athletic (d10).
Carmen’s System (d12). Organized (d10), Numerous (d10), Disciplined
(d10).
The Intruders (d8). Implacable (d10), Driven (d10), Strange (d8).

Questions → What’s the ultimate goal for Branka’s insurgents? Do they just want
to escape home, or do they want to blow this game up?
→ Carmen is a returned competitor. Did she win her season, or lose?
How did she survive? Why did she come back? Does she actually
want to break the game, or does she have some other goal?
→ Where do the Intruders come from? Did they complete their own
Island One? Are they paid mercenaries? Are they clones?

Deathmatch Island Orientation 135


PLACEHOLDER FOR FINAL ART

136 Orientation Deathmatch Island


Cast D The Stagnant Species:
Towards a Greater Evolution
At first glance, it’s a typical season; an alliance of practical optimists
faces off against a more violent, unpredictable group. But something
else is going on—a group of competitors with no memories, others
with strange powers, an old woman who seems above and beyond
the game itself. Can you figure this out before it’s too late? A Cast that
explores the stranger side of Deathmatch Island.

First Two groups of competitors face off in the street, both claiming
Encounter ownership of a crate of Acquisitions. The leaders argue heatedly.
Tensions are high. One of the leaders, a smooth-looking sales
executive, pulls out a gun.

→ Do you defuse the situation calmly? Social Game vs. Gideon.


The best competitor marks Trust with Makbul.
→ Or will you pick a side and settle the argument? Snake Mode vs.
Gideon or Makbul (whoever you argue against). This contest
is Dangerous. The best competitor marks Trust with the leader
of the group you sided with. The Production Player should mark
down a Vengeance Advantage die, to be used later, as the
opposite leader quietly vows revenge for this injustice.

Further → Oblivion. A competitor who goes by “Zero” leads a


Encounters band of amnesiac competitors. All competitors have foggy
memories, but these competitors’ minds are complete
blanks. Nevertheless, they move around the island with
practised ease. Do you try to help them restore their memories,
or get out of their way?
→ Uppers. Gideon’s alliance has found a large stash of alcohol
and uppers and they’re becoming increasingly wild.
Will you try to shut down their party before they get completely
out of control? Snake Mode vs. Frenzied Alliance. If nothing is
done to stop them, give the Frenzied Alliance an Advantage die
for Phase Two.
→ Magda. An encounter with Magda, alone. She’s a little old
woman with a headscarf tied under her chin (no uniform). She’s
affable but a bit strange and very enigmatic. She seems to know
a lot about Deathmatch Island. Maybe she can help you, but can
you decipher her riddles?

Deathmatch Island Orientation 137


Island One Gideon’s alliance sends a message asking for a peaceful parley. Meanwhile,
Phase Two as soon as the klaxon sounds, the amnesiacs enter some kind of
preprogrammed state, killing everyone in sight.

→ Will you meet with Gideon? Threats: It’s a trap! Makbul is killed in an
ambush. The team is caught in an explosion (mark 1 Injury each).
→ Or will you stop Zero’s team? Threats: Makbul is killed by Gideon while
you’re distracted. Zero activates a strange device and Magda will not
be seen again during this season.

Further → Party’s Over. The drugs and alcohol have run out and Gideon’s
Events Frenzied Alliance have come down hard. Hungover and despairing,
they’re being hunted down by surviving amnesiacs. Will you help them?
→ Grim Portent. You find many dead competitors, a grisly scene. Their
wounds are strange, unworldly. Can you discover who is responsible?
→ Magda Redux. Perhaps Magda has answers to these strange
developments on Island Two. Can you find her?
→ Catalyst. #113 and the other evolved competitors had their strange
powers unlocked by Deathmatch Island. Do you have latent powers to
unlock? Can you figure out the catalyst?

Strange Powers

→ It’s an open question how you unlock these powers. It


could involve entering a Restricted node.
→ However they’re unlocked, powers are entered on the
competitor sheet as a Tier 3 REDACTED Acquisition with two
uses. These uses recharge between islands. Unlike other
REDACTED Acquistions, powers can be freely used in any

contest.
→ Each competitor should choose a type of power. ESP,
telekinesis, pyrokinesis, concussive blasts, telepathy, flight,
force fields, astral projection, etc.

138 Orientation Deathmatch Island


Island Two As the klaxon sounds, #113 and the evolved competitors have snuffed out
Phase Two almost every other competitor already.
→ Do you confront them head-on, immediately? Threats: #109
performs a mass psychic assault; every PC marks 1 Injury and
describes an immediate flashback to their life before the game. #113
evolves into an even more powerful form (if any competitor fails
during the Battle Royale, the one who did worst dies).
→ Or will you try to find a way to shut off their powers first? Threats: Any
and all surviving friendly NPCs are killed. #109 sows doubt and fear;
every Competitor Player erases 1 Trust and explains what they find
most suspicious about the character they removed the Trust with.

Characters Makbul, retired project manager (d6). Proud (d6), Tired (d6).
Gideon, sales executive (d8). Jokerfied (d6), Reckless (d6), Callous (d6).
Zero (d8). Amnesiac (d8), Unsettling (d8).
Magda, babushka (d8). Eccentric (d8), Amused (d8), All-Knowing (d10).
Magda Forever (Magda will not be killed, and Deathmatch has no
effect).
Frenzied Alliance (d10). Strung out (d6), Keyed up (d10), Aggressive
(d10).

Further #113 and the evolved competitors (d12). Galaxy Brained (d12),
Characters Detached (d8), Telekinesis (d8), ESP (d8), Flight (d8).

Questions → What’s the story with Zero and the amnesiacs? Are they returnees
from another season? Dead competitors brought back to life?
Artifical constructs? Test subjects from a mental conditioning
program? Or are they just regular competitors who suffered from
more memory loss than usual?
→ Is Magda supernatural? Or is she a Production employee gone
rogue who wants to help the competitors? Does she have any
connection to Deathmatch Island, or is she older than the game
itself, with some mystic connection to the islands? What’s her goal?
→ Where did #113 and the other evolved competitors come from? Are
they the end-state of the whole Deathmatch Island process, or a
rogue by-product? Are they competitors from a former season?
Do they have any connection to Zero and the amnesiacs? Who’s
controlling them, if anyone?

Deathmatch Island Orientation 139


PLACEHOLDER FOR FINAL ART

140 Orientation Deathmatch Island


Deathmatch Island Orientation 141
ISLAND
ONE
Deathmatch
Island One—
The Cradle

Island One
Island One
Island One
Island One
Island One
Island One
Island One
Island One
Island One
142 Orientation Deathmatch Island
Designation The Cradle
Base Danger Level +4

A subtropical island with former residential usage. An explosive


introduction to this unsettling new reality. The Cradle is busy, and
loud, with hundreds of competitors. Only half will leave.

Island → The hot sun beating down, hazy behind bright clouds.
Impressions → Cold sweat down your back.
→ A cold sea wind, salty and bracing.
→ Parrots squawking from the trees.
→ Flies buzzing around a dead competitor.
→ Thick green jungle-like vegetation, dense shrubs,
bushes, vines, trees.
→ Open swathes of short grass and weeds.
→ Low mountains covered in greenery.

N
N = Number of Player Competitors

For example, if a reward says N+1, that means one more than the
number of player competitors.

Deathmatch Island Orientation 143


1
Fishing Village
A single concrete jetty, a few tarmac roads, a dozen or so weather-
beaten buildings.

Impressions Small wooden houses painted in faded pastels. Windows boarded up. The strong
smell of fish, saltwater, smoke. A cold sea wind. The sound of a boot crunching on
broken glass. Seagulls cry out.

Situation → Danger Level +4


→ A Cast encounter should happen here.
→ Rewards are out in the open in padded crates.
→ All contests here are Risky. Competitors will miss out on grabbing
rewards if they fail.

Rewards N+1—Survival Gear


2—Remington M870 Shotgun

2
The Ravine
Two parallel swing bridges cross a ravine with a steep drop to rocks below.
On a small plinth in front of the bridges is a Challenge Terminal.

Impressions The terminal beeping once before printing out instructional text. A cold wind
gathering strength. The ominous creak of the ropes.

Situation → Each team lines up behind one of the swing bridges. The first team to get all
their people to the other side wins the reward. Challenge Beast vs. Swing
Bridge.
→ The swing bridge swings wildly. It can’t carry the weight of the whole team—
you may learn this too late when the ropes begin to stretch and fray. The
wooden planks are old and loose, and some are rigged to drop away. The
other team may intefere with your team’s progress.
→ On the other side of the ravine, a large gift box wrapped with a bow waits for
the winning team.

Challenge Swing Bridge (d6 Exhausting). Swaying (d6), Rigged to Fall (d6 Dangerous),
PLUS opposing team dice.
→ Danger Level +4

Rewards N+1—Close Combat Weapons


N—Climbing Gear

3 Blinking Light
High on the hill is a concrete bunker and a single blinking light. The path up to
the bunker is blocked by a boom gate with a “no entrance” sign.

Impressions Weathered concrete overgrown with vegetation. An orange light blinking


rhythmically. A heavy steel door. Stale air. A concrete hallway, a ladder leading
down into the darkness. A survival shelter—cans of expired food, bunk beds,
a map of the island.

144 Orientation Deathmatch Island


0 1 2 3 4 5 6 7 8

THE CRADLE A

14 Stadium

VIP LANDING AREA 13 COMPOU ND


15

TUNN ELS
16
D

The 6 Industrial
7 House Port
12 Apartment
Blocks
E

4 White Water
Crashed 8
Plane 5 Radio
Mast

F
Playground 11
9 Sanctuary

BLINKING LIGHT 2 The


Ravine
3

1
Fishing
Village

LIGHTHOUSE
10

Landing Point
Built-up Area
Challenge
Point of Interest J
Restricted Area
Deathmatch Island Orientation 145

0 1 2 3 4 5 6 7 8
Situation → Approaching the bunker 14
and getting the door open 13
requires a REDACTED 15

contest vs. Automated 16


Security Measures.
7 6
12
Secrets → A watercooler filled 8 4
with viscous black 5
slime. It smells sickly 11 9
sweet. 2

→ One bunk contains a long-


3
1
dead corpse with a physical
resemblance to one of the
10
competitors. Ask a player:
what is it about the corpse that reminds you of yourself?
→ A large room, empty except for a single switch on the far wall, and a single
folding chair facing the switch. If flipped, the only noticeable change is that the
blinking light outside turns off.

Obstacle Automated Security Measures (d6 Restricted).


Motion-Tracking Weaponry (d6 Dangerous).
→ Danger Level+5

Rewards N— REDACTED Acquistion (Tier 1)


2— REDACTED Acquistion (Tier 2)
2—Walther P99 Semi-Auto Pistol
1—Hyundai Pony (small two-door hatchback vehicle)
1—Classified Map of Island One

4 White Water
The river runs wide and seemingly still, but beneath the calm surface the
currents are at their strongest. Not far down the river is white water—foaming
whitecaps surge over jagged rocks. Two flags and a Deathmatch Island
Challenge Terminal indicate the challenge site.

Impressions Birds fly overhead. Cool , damp air. The smell of dark earth and lush growth. The
gurgling river close by and the distant sound of roaring white water.

Situation → A straight race; both teams line up on the riverbank, and dive in at the beep.
The first person to reach the opposite bank wins it for their team. Challenge
Beast vs. White Water.
→ The current willl pull you downstream towards the dangerous jagged rocks
around the bend. This is not a sprint—this is an excruciating effort of stamina
against the implacable current. The other team will attempt to push you back,
drag you under, do anything to stop you.
→ On the opposite bank, a large gift box wrapped with a bow waits for the
winning team.

146 Orientation Deathmatch Island


Challenge White Water (d6 Exhausting). Implacable (d6), Powerful (d6), Jagged (d6
Dangerous), PLUS opposing team dice.
→ Danger Level+5

Rewards N+1— Small Luxuries


1—Remington M870 Shotgun
2— M67 Fragmentation Grenade

5 Radio Mast
A 60-meter-tall (200 feet) tower of latticed orange and white steel, topped
with an antenna array. It stands atop the tallest mountain on Island One.

Impressions The grey sky vast and bright above. A gale wind tugging at your clothes and hair.
The majesty of the island sprawling out below you. The mast towering above,
humming slightly.

Situation → Danger Level +3


→ A Cast encounter should happen here.
→ A small service shed nearby contains a few Acquisitions.
→ The Radio Mast gives panoramic views over the island—this can be used as
a d8 Advantage die by one competitor during the Scout stage of Phase
Two.

Rewards 1—Walther P99 Semi-Auto Pistol


2—Climbing Gear

6 Industrial Port
A wharf with multiple berths. Warehouses, office buildings, large cylindrical
fuel storage tanks.

Impressions A hulking, rusting cargo ship. Shipping containers, forklifts. The smell of fuel, fresh
paint, saltwater. Gunshots somewhere in the distance.

Situation → Danger Level +4


→ A Cast encounter should happen here.
→ Rewards are out in the open in padded weapon crates (some gear can be
scavenged from the warehouses).
→ All contests here are Risky. Competitors will miss out on grabbing
rewards if they suffer.

Rewards N+1—Survival Gear


1—Remington M870 Shotgun
1—FAMAS Assault Rifle
1—Battered Pickup Truck

7 The House
A small clearing deep within the jungle containing a single two-storey
suburban house.

Deathmatch Island Orientation 147


Impressions Vines, ferns, thick undergrowth. 14
The whine of mosquitoes. An
13
unexpected lawn of grass, 15
unkempt and thick with weeds. 16
A house painted cornflower blue,
paint faded and peeling. Wallpaper 7 6
12
thick with mould, curtains hanging
in ragged strips, furniture damp and 8 4
5
decaying.
11 9
2
Situation → Danger Level +4 3

→ A Cast encounter should


1

happen here.
10
→ The kitchen is in pristine
condition and stocked
with fresh food and
beverages. Competitors
can restore 1 Fatigue here, if they wish to take the time to rest and eat.

Rewards N—Small Luxuries

8 Crashed Plane
A broad, sloping hill covered in scrubby groundcover. A crashed plane is
clearly visible from a distance, surrounded by scattered debris.

Impressions The wreck, clearly years old, overgrown with weeds, metal chassis rusting. The
wide open sky above, a sense of being a few small individuals in a vast expanse.

Situation → Danger Level+3


→ A Cast encounter should happen here.
→ The control panel in the cockpit has been opened up and the innards
stripped for parts.
→ A hundred meters beyond the cockpit, a woman lies face down in the grass,
dead, shot in the back. In her arms she cradles a jury-rigged device with a
single blinking light (a REDACTED Acquisition).

Rewards 2—Recon Gear


2—Survival Gear
1— REDACTED Acquistion (Tier 2)

9 Sanctuary
A subdivision of cleared earth on the hillside, with dozens of identical executive
homes in a neat grid. The McMansions sit empty, unused.

Impressions Each house has ceilings 3 meters high, a two-storey portico, a two-storey front
door hall with a large chandelier, and a three-storey turret with a blue tiled roof.
Oppressive silence. A feral dog glimpsed in the distance, loping between houses.
Gravel crunching underfoot. Nothing grows here.

148 Orientation Deathmatch Island


Situation → Danger Level +5
→ A Cast encounter should happen here.
→ Rewards are scattered throughout the McMansions.
→ All contests here are Risky. Competitors will miss out on grabbing rewards
if they suffer.

Rewards N—Walther P99 Semi-Auto Pistol


N—Small Luxuries

10 Lighthouse
Given its distance from any other landmarks and the large warning sign on
the shore (visible from sea), competitors are not expected to land at the
lighthouse.

Impressions Whitewashed concrete. The sharp smell of formaldehyde and disinfectant.


A loose wooden gate creaks in the wind, then bangs shut. A pungent whiff of
something rotten. Echoing footsteps in the stairwell. A ringing noise, barely audible.

Situation → Approaching the lighthouse and getting in requires a REDACTED contest vs.
Psychological Countermeasures.

Secrets → A room-sized computer, reel-to-reel tapes, churning and clicking.


→ A lab room completely overtaken by mould in a variety of lurid blues, purples,
and reds. Every surface, every beaker and sink and bunsen burner is
completely coated in thick, furry mould.
→ A replica of Island One in a glass case, polystyrene hills, green flocking,
balsawood buildings. Cockroaches crawl on it; each cockroach has a small
transmitter grafted to its back.

Obstacle Psychological Countermeasures (d6 Restricted). Sonic Weapons and


Flashing Lights (d6 Dangerous).
→ Danger Level+5

Rewards N+1— REDACTED Acquistion (Tier 1)


1— REDACTED Acquistion (Tier 2)
N—Climbing Gear
1—Classified Map of Island One

11 Playground
Moist, swampy, thick with reeds and mosquitoes. A playground, sized for
adults. Another team is sitting down waiting for opponents, bored.

Impressions The Challenge Terminal beeping once before printing out instructional text.
A dragonfly lazily buzzing past. The compost smell of the swamp. Hard metal
playground equipment on a barkchip surface.

Situation → Both teams begin on the playground equipment. If you touch the ground,
you’re out. It’s a free-for-all to knock the other team off. The last competitor
still on the playground wins it for their team. Challenge Beast vs. Floor is
Lava.
→ This challenge is direct team-on-team violence. Anything goes. A sniper may
take shots at those who touch the ground. The barkchips conceal landmines
to further punish losers.
Deathmatch Island Orientation 149
→ When the challenge 14
is complete, a hidden 13
compartment rises up from 15

the ground, revealing the 16


rewards within.
7 6
12
Challenge Floor is Lava (d6 Exhausting). 8 4
Brutal (d8), Explosive (d8 Dangerous) 5
PLUS opposing team dice. 11

9
Danger Level +5 2
3
1
Rewards N—Horton Hunter Crossbows
N—Small Luxuries 10

12 Apartment Blocks
Residential housing zone, a dozen Brutalist concrete apartment blocks,
overgrown with vegetation. A clearing in the center of the area, a former park,
long gone to weeds.

Impressions Bullet holes and craters, the smell of firearm propellant recently used. A dead body
lies slumped over a fountain in the park. The wind whistles between the hulking
apartment buildings. Hundreds of darkened windows look down from above.

Situation → Danger Level +4


→ A Cast encounter should happen here.
→ All contests here are Risky. Competitors will miss out on grabbing rewards
if they suffer.

Rewards N—Small Luxuries


1—Remington M870 Shotgun
1—PSG-1 Sniper Rifle

13 Compound
A lonely rectangle of chainlink fence topped with razor wire, sitting in the
middle of a large open field. Behind the fence is a three-storey white office
building with dark tinted windows, and a smaller service shed.

Impressions Low ceilings, bright fluourescent lights. Your shoes squeaking on linoleum flooring.
The smell of stale cigarette smoke. The citrus scent of carpet cleaner.

Situation → Getting into the compound requires a REDACTED contest vs. Anti-Personnel
Barrier.

Secrets → A conference room with a briefcase full of money open on the table. Various
currencies. Millions of dollars.
→ A filing cabinet full of dossiers on high-profile politicians from around the
world.
→ A room with nothing but a metal folding chair and a drain.

150 Orientation Deathmatch Island


→ The wood-panelled office of a head of state: a podium with microphones,
a large desk, flags that seem familiar but you can’t quite remember what
country they belong to. One wall is a two-way mirror; in the adjoining room is
camera equipment.

Obstacle Anti-Personnel Barrier (d6 Restricted). Razor Wire (d6), Motion-Tracking


Weaponry (d6 Dangerous).
→ Danger Level +5

Rewards N— REDACTED Acquistion (Tier 1)


N— REDACTED Acquistion (Tier 2)
1—UAZ-469 Off-Road Light Utility Vehicle
1—Classified Map of Island Two

14 Stadium
A huge, circular, open-air stadium. Steeply tiered banks of empty seats. A large
field of dry yellow grass. A Challenge Terminal in the center of the field. At the
same time as your team enters through one gate, another team enters the
opposite gate.

Impressions Dead grass crunches underfoot, the earth hard and baked. A swirl of refuse blows
across the field. An iguana watches you lazily from the sidelines. Underneath a
folding seat you find a handful of loose teeth and a large dark stain.

Secrets → Capture the Flag. The flags are at opposite ends of the stadium, in the very
highest seats. Race to the opposing team’s flag and bring it back to your base
before they do the same with yours. Challenge Beast vs. Capture the Flag.
→ Obstacles: Racing to the end of a full stadium and back is grueling. The steep,
tiered seating with folding metal chairs is a brutal obstacle to clamber up and
down. The other team will not hold back from stopping you by any means
necessary.
→ An awards podium on the sidelines has a metal lockbox on the top step,
along with a small trophy.

Challenge Capture the Flag (d6 Exhausting). Anything Goes (d8 Dangerous), Grueling (d6),
PLUS opposing team dice.
→ Danger Level +6

Rewards N—Walther P99 Semi-Auto Pistol


1—Remington M870 Shotgun
1—FAMAS Assault Rifle

More island impressions

→ Muddy, well-used trails covered in fresh gravel. Your shoes crunch rhythmically.
→ No visible cameras or drones, but a strong sense that you’re being watched.
→ Long stretches of calm silence, just the sound of the wind and the chirp of birds.
→ Bursts of distant sounds, gunfire, vehicle engines, explosions, screams.
→ Signs of decades of violence, bullet holes, craters, scorch marks, bones.

Deathmatch Island Orientation 151


15
VIP Landing Area 14
13
A little cove with a single dock, 15
hidden from sight. Beyond the 16
beach, a shallow cave in the cliff-
face conceals a steel door. 7 6
12

8 4
Impressions Red carpet. Gold fittings. The faint 5
smell of perfume and cigar smoke.
11 9
2
3
Situation → The VIP Landing Area is not 1
visible to first-time players.
The only way to land here 10
is if a classified map was
found during a previous season.
→ The VIP Landing Area is not protected; there is no contest here.
Secrets → Lockers with a change of clothes (formalwear), comfortable leather seats, a
drinks trolley.
→ A wall of monitors showing live footage from dozens of locations across the
island. This can used as a d10 Advantage die by one competitor during the
Scout stage of Phase Two.
→ A side room contains a towering pile of cardboard storage boxes, damp
and mouldering. The disintegrating paper inside shows audience figures for
Deathmatch Island dating back to at least 1892. The numbers are inscrutable,
non-sensible, random. All Competitors increase their REDACTED
Capability one die.
→ A long, straight, red-carpeted concrete hallway leads off into the darkness. A
golf cart is parked at the entrance to this tunnel.

Rewards N— REDACTED Acquistion (Tier 1)


N—Walther P99 Semi-Auto Pistol
N—Small Luxuries
1—Golf Cart

16 Tunnels
These secret underground tunnels allow rapid transport from the VIP landing
area to the compound and the apartment blocks. Do not count as a node.

Impressions Motion-activated fluourescent lights flickering on ahead of you as the golf cart
races along, shutting off behind you as the darkness chases you forward. The faint
sound of gunfire from somewhere above ground.

Situation → The Production Player should give the team more time for Phase One; the
tunnels are very rapid transport.
→ If used to travel to the compound, no contest is required to enter the
compound. The competitors arrive in the basement of the office building.
A gate in the outer fence can be opened from a button inside the building.

152 Orientation Deathmatch Island


PLACEHOLDER FOR FINAL ART

Deathmatch Island Orientation 153


2
Island Two

154 Orientation
Deathmatch
Island Two—
The Crucible

Deathmatch Island
Designation The Crucible
Base Danger Level +5

A temperate-to-subpolar island with former industrial and


scientific usage. Cold, rugged, and eerie. Only half the starting
competitors can survive Island One, so there will be around a
hundred competitors to start with (very approximately). This
number will dwindle—it’s likely only a few dozen remain by the
time Phase Two begins.

Island → Freezing temperatures.


Impressions → Bleak landscape of black gravel and rock.
→ Drifts of muddy snow.
→ The snow-clad volcano, smoke curling from its peak.
→ Weathered bones scattered about.
→ A bloody knife, discarded.
→ Old bullet holes in the wall.
→ A frozen stream.

N
N = Number of Player Competitors

For example, if a reward says N+1, that means one more than the
number of player competitors.

Deathmatch Island Orientation 155


1 Canal 12-C Access Gate
An access point to the system of concrete canals on the island, rising up from
an inhospitable rocky bay. The canal locks are closed to entry from the sea by
a large gate.

Impressions Icy wind. Concrete locks. A rusted metal walkway providing pedestrian access. A
cluster of small concrete service buildings.

Situation → Danger Level +5


→ A Cast encounter should happen here.
→ The Access Gate will not admit the players’ boat unless they try a REDACTED

contest. However, there is a barge there available for use on the other side of
the gate.
→ The barge can be used to quickly navigate to other nodes—the Production
player should take this into account when deciding when Phase Two begins.

Rewards 1—Remington M870 Shotgun


2—Recon Gear
1—Canal Barge

2
The Quarry
A deep pit cut into the rugged, barren hills. Huge steps of rectangular stone,
with a shallow pool of stagnant water at the bottom. Heavy machinery sits
idle, rusting in place.

Impressions Cables and wires hanging overhead groan in the wind. A shower of gravel slides
underfoot, tumbling into the water far below. Holes in the hillside yawn open, pitch
black inside.

Situation → Danger Level +5


→ A Cast encounter should happen here.
→ One bulldozer is still functional, and although not a fast vehicle, it could be a
useful Advantage in Phase Two.

Rewards 2—Walther P99 Semi-Auto Pistol


2—Climbing Gear
1—Rusted Yellow Bulldozer

3 Caves (Safe)
Some of the tunnels cut into the quarry lead to a series of caves under the
hills. Concrete hallways are strung with cables and fluorescent lights. These
tunnels lead to chambers of rough-hewn stone.

Impressions Skulls on sharpened sticks—a clear warning. The musty smell of sweat and
human beings living in confined conditions. Sleeping bags, canned food, a
make-shift workshop and toolbench. Unofficial and/or improvised weapons
and gadgets. Cryptic messages left behind.

156 Orientation Deathmatch Island


0 1 2 3 4 5 6 7 8

THE CRUCIBLE A

C
Canal 12-C
Access Gate 1 2 The Quarry

Water Treatment
Facility 3 D
Zoological Volcano 4
14 Research CAVES
13 Station (SAFE)

REACTO R
FACILI TY E
Emergency
Congregation
11 Facility 5

12
Airport

Mental Acuity
Testing Area 8
Observation
6 and Control
Tower

10
9
EMERGENCY 7 Business
MUNITIONS
Hallway
Complex Park
CACHE

Landing Point
Built-up Area
Challenge
Point of Interest J
Restricted Area
Deathmatch Island Orientation 157

0 1 2 3 4 5 6 7 8
Situation → The caves are a safe house 1 2
used by competitors who
3
have attemped to resist or 14 4
overthrow the game itself. 13

→ Infiltrating the caves requires 12


a REDACTED contest vs. 11 5
Improvised Defences.
→ If the team 8
infiltrated this location in a 6
previous season, no contest
10 9
is required.
7
→ What cryptic messages are
here? Each PC
narrates one such message,
and increases their REDACTED die one die size (e.g. from d6 to d8).

Obstacle Improvised Defences (d6). Booby Traps (d6 Dangerous), Alarms (d6).
→ Danger Level +6

Rewards N— REDACTED Acquistion (Tier 2)


2— REDACTED Acquistion (Tier 3)
1—Triumph Bonneville Motorcycle
1—Classified Maps of Island One and Island Two

4 Volcano
A steep, narrow road leads to the top of this smoking volcano. The higher
slopes of dark rock are covered in drifts of snow. At the caldera is a
Deathmatch Island Challenge Terminal.

Impressions A wide, rocky sinkhole that emanates a deep red glow and a lazy, ominous plume
of smoke. Uncomfortable heat. The rotten-egg smell of sulfur.

Situation → A metal walkway crosses the caldera, with a 15-foot gap in the middle. Teams
start on opposing sides; the first team to get all their (surviving) competitors
to the opposite end wins. Challenge Beast vs. Running Leap of Faith.
→ The leap itself is directly over the red hot caldera. Dangers include slipping on
the smooth metal walkway, as well as the opposing team attempting to tackle
you, or hold you back, or otherwise make you fall into the volcano.
→ A gift-wrapped crate is air-dropped to the winning team.
Challenge Running Leap of Faith (d8 Exhausting). Yawning Gap (d8), Smoking Caldera
(d10 Dangerous), PLUS opposing team dice.
→ Danger Level +6

Rewards N—Walther P99 Semi-Auto Pistol


1—M136 AT4 Rocket Launcher
N—Survival Gear
N—Special Advancement

158 Orientation Deathmatch Island


5 Reactor Facility
On the shores of a frozen black lake sits the Brutalist Reactor Facility, an
eight-storey concrete ziggurat. If competitors approach the facility, a speaker
crackles to life and a barely comprehensible command warns them away.
This recording repeats.

Impressions Damp concrete and green algae. Humid heat inside the facility. Vast, empty,
echoing spaces. A static buzz in the air.

Situation → Approaching the Reactor Facility and getting in requires a REDACTED contest
vs. Incident Response Unit.
→ The Incident Response Unit arrives in a white van. They wear orange CBRN
suits and carry FAMAS assault rifles.

Secrets → Derelict rooms filled with mist and overgrown with tropical plants.
→ Huge control rooms—vast banks of decades-old switches, dials, and status
lights.
→ Strange, large spheres of riveted steel trailing umbilical wires and cables.
→ A dot-matrix printer slowly but implacably filling a room with a pile of paper. It
all seems to be astronomical coordinates.
→ A room filled with slugs. Millions of slugs on the furniture, floors, walls, ceiling.
Obstacle Incident Response Unit (d6 Restricted). Paramilitary (d8), Mentally Conditioned
(d6 Dangerous).
→ Danger Level +5

Rewards N— REDACTED FAMAS Assault Rifle


N— REDACTED Acquistion (Tier 2)
1— REDACTED Acquistion (Tier 3)
1—White Van
1—Classified Map of Island Two

6 Observation and Control Tower


A rectangular needle of weathered concrete reaches 15 stories into the sky. A
small door sits at the base, with four small windows on the very topmost floor.
A rusty antennae is fixed to the flat roof.

Impressions An epic flight of stairs. Soon lungs are burning and legs are aching, flushed cheeks
stinging in the cold air. A bare room at the top—a metal folding chair, a packet of
chips, a few cans of beer, an ashtray full of cigarette butts. Salt-crusted windows
give breathtaking views of the sprawling island below.

Situation → Danger Level +5


→ A Cast encounter should happen here.
→ The tower gives panoramic views over the island; this can be used as a d8
Advantage die by one PC during the Scout stage of Phase Two.

Rewards 2—Small Luxuries


2—Recon Gear
1— REDACTED Acquistion (Tier 1)

Deathmatch Island Orientation 159


7
Business Park 1 2

A cluster of identical 3
14 4
office buildings, cubes of
13
mirrored glass, asphalt
roads, empty gravel lots.
12
11 5
Impressions Gravel crunching underfoot. Cold
wind whistling between vacant 8
buildings. Drifts of melting snow. 6
Sheaves of paper blowing around. 10 9
The crack of a gunshot. Glass 7
shattering.

Situation → Danger Level +5


→ A Cast encounter should happen here.
→ All contests here are risky. Competitors will miss out on grabbing rewards
if they suffer.

Rewards N—Remington M870 Shotgun


2—Survival Gear

8 Mental Acuity Testing Area


On the bare rocky slope is a sleek, Modernist building of steel and glass.

Impressions Cold blue skies reflected on mirrored glass. Interior is dry and chilly, smelling of
bleach. A large open space filled with cubicles. Red-orange carpet underfoot. The
white noise hum of unseen machinery and electronics.

Situation → Each competitor takes a seat at their own cubicle; the challenge is
completing puzzles on a small monochrome computer terminal.
The first team to achieve the best overall score wins. Challenge Beast vs.
Mental Acuity Tests.
→ Cryptic puzzles, 3D puzzles, logic puzzles, word puzzles, riddles, math
problems. Some puzzles bring on terrible headaches and physical pain.
Others trigger disturbing flashbacks that seem strangely personal to the
competitor. The opposing team will attempt to cheat, and may try physical
violence.
→ An automated trolley carrying the reward wheels out to the winning team, as
confetti poppers explode above and a happy jingle plays.

Challenge Mental Acuity Tests (d10 Exhausting). Migraine-inducing (d8), Cruel (d8),
PLUS opposing team dice.
→ Danger Level +6

Rewards N—Remington M870 Shotgun


1—PSG-1 Sniper Rifle
2—Small Luxuries
2—Recon Gear

160 Orientation Deathmatch Island


9 Hallway Complex
This challenge is marked by nothing more than a small white metal shed and a
Challenge Terminal.

Impressions Inside is an elevator—both teams cram in elbow to elbow. As the elevator


descends, it stops at endless unmarked floors to let off one competitor at a time.
Each floor is pitch black, but bright flurouscent lights flicker to life as the competitor
steps off the elevator. A low-ceilinged office hallway extends before you.

Situation → A crackling voice in the elevator reads off endless instructions on the ride
down—two doors down, then a right, then forward five doors, then second
turn on your left, through the door and up one flight of stairs, etc.
→ Competitors need to memorize these instructions to navigate the hallway
maze. The first team to have all surviving competitors emerge back at the top
is the winner. Challenge Beast vs. Second Turn On Your Left.
→ Going around in circles. Getting hopelessly lost. Losing hope. The lights start
strobing. You encounter an opposing team member and they try to stop you.
→ When the challenge is complete, the elevator dings and the doors open to
reveal the rewards.
→ Any players whose competitor suffers can decide that their competitor
gets lost completely. It is up to the Production Player when and where
they are found again by the team. They are found with one REDACTED
Acquistion (Tier 1).

Obstacle Second Turn On Your Left (d8 Exhausting). Labyrinthine (d10 Dangerous),
Daunting (d8), Endless (d8), PLUS opposing team dice.
→ Danger Level +5

Rewards N—Close Combat Melee Weapon


1—Horton Hunter Crossbow
N—Survival Gear
1—FAMAS Assault Rifle

10 Emergency Munitions Cache


This location can only be found with a classified map. A metal hatch in the
ground, hidden by scrub, leads down to an underground bunker filled with
supplies and weapons.

Impressions A long ladder down. A cavernous space filled with metal shelving. Flickering lights,
shadowy corners. The dry smell of dust.

Situation → No contest is required.


Secrets → A dead body in a dark corner, wearing an orange CBRN suit. Long
decomposed; little remains but a skeleton and leathery skin.
→ Hundreds of cardboard boxes; each box is filled with identical passports for
a different person in dozens of different nationalities. A competitor can find a
box with passports inside that have their own name and photo.

Deathmatch Island Orientation 161


→ A tape recorder that 1 2
plays back stream-of-
3
consciousness ideas for TV
14 4
shows. “...Dog swimming 13
competition. Baking
competition but with guns. 12
Cooking in prison. Monkey 11 5
tennis. Yachting mishaps.
Rest-home residents left to 8
survive on a deserted island...” 6
It goes on. 10 9

→ Weapons—because these 7
are not Deathmatch Island
official weapons, they cannot
be remotely disabled and count
as REDACTED Acquisitions.

Rewards N— REDACTED Acquistion (Tier 2)


N— REDACTED Acquistion (Tier 3)
N—Survival Gear

11 Emergency Congregation Facility


Squatting in the middle of a wide plain of gravel and scrub is a grim polygonal
concrete fortress.

Impressions A sloping outer surface and a defensive ditch. Massive walls dozens of feet thick.
Open steel doors and a dim tunnel leading inside. An open-air field of grass; a flock
of seagulls rises into the air in alarm, squawking. Wide battlements crusted with
bird shit.

Situation → Danger Level +4


→ A Cast encounter should happen here.
→ If you win the Seize and make the opposing alliance engage with you here,
this fortress gives a d8 Advantage die to every PC during the Battle Royale
stage of Phase Two.

Rewards 1—Remington M870 Shotgun


1—Horton Hunter Crossbow
1—Recon Gear

12 Airport
An abandoned airport. A few aircraft rust on the broken tarmac. There are
empty hangars, dark buildings, broken glass, and debris.

Impressions A light snow is falling. The sound of running feet in the distance. The smell of jet fuel.
Open luggage strewn about, loose clothing scattered on the wind.

162 Orientation Deathmatch Island


Situation → Danger Level +6
→ A Cast encounter should happen here.
→ A reward crate is visible at the top of the air-traffic control tower in the middle
of the airport.
→ All contests here are Risky. Competitors will miss out on grabbing rewards
if they suffer.

Rewards N—Survival Gear


2—Climbing Gear
1—PSG-1 Sniper Rifle

13 Water Treatment Facility


Sitting astride the river as it opens to the surging sea is a sprawling facility of
industrial buildings, concrete canals, rushing water, pipes and tubes.
A Deathmatch Island Challenge Terminal welcomes you to the island.

Impressions The roar of water, the smell of chlorine. Inside is a network of low-ceilinged pools
and tunnels. Echoing sound. Mint green tiles. Metal pipes and taps and handrails
everywhere. Rippling light reflecting off the water.

Secrets → At opposite ends of this aquatic maze are goal zones. In the middle is a single
green rubber ball. Seize the ball and get it to the opposing goal zone three
times to win. Challenge Beast vs. Hydro Gauntlet.
→ Slippery tiles and brutal metal bars are everywhere, to fall on or trip over. The
gauntlet requires swimming long distances and through submerged tunnels.
The other team will do anything to stop you and seize the ball for themselves.
It is so cold, and you are so tired.
→ After one team wins, a decorative fountain activates and a gift box is revealed,
lifted up on a powerful jet of water.

Challenge Hydro Gauntlet (d8 Exhausting). Punishing (d8), Treacherous (d8 Dangerous),
PLUS opposing team dice.
→ Danger Level +6

Rewards N—Survival Gear


1—Remington M870 Shotgun
2—M67 Fragmentation Hand Grenade

More island impressions

→ The faint smell of bleach on the breeze.


→ No visible cameras or drones, but a strong sense that you’re being watched.
→ The distant roar of the ocean. A seagull cries out far above.
→ Bursts of distant sounds, gunfire, vehicle engines, explosions, screams.
→ Groundcover and lichen clinging to hard rock. A lone penguin waddling to shore.

Deathmatch Island Orientation 163


14
Zoological 1 2

Research Station 3
14 4
A large compound 13
consisting of dozens of
buildings, empty cages, 12
and derelict enclosures. 11 5

Impressions Rusting cages. An empty concrete 8


pool with a small puddle of stagnant 6
green water. An operant conditioning 10 9
chamber with a lever connected 7
to a food dispenser. An old
power generator. Loose
albino rabbits running around.
Crumbling administrative
buildings. A monkey.

Situation → Danger Level +5


→ A Cast encounter should happen here.
→ Rewards are scattered throughout the area. All contests here are Risky.
Competitors will miss out on grabbing rewards if they suffer.
→ If all the PCs fail, the opposing team may leave them locked in a cage. This
will require a further contest (and time) to escape.

Rewards N—Survival Gear


2—FAMAS Assault Rifle
1—Trained Monkey (Advantage)

164 Orientation Deathmatch Island


PLACEHOLDER FOR FINAL ART

Deathmatch Island Orientation 165


PLACEHOLDER FOR FINAL ART

166 Orientation Deathmatch Island


Approaching Island Three
The fishing boat thumps over waves as
you move from one dim beacon to the
next. Your breath frosts in the air. It is very
cold. You see ice floes on the horizon.
The trip is the same as last time, but at
the bottom of the supplies, underneath a
tarpaulin, there are a number of formalwear
outfits—black tuxedos, sequined dresses,
red velvet blazers. Do you put yours on?
What does it look like?
There is also one bottle of champagne,
and a battered discman and a pair of foam
headphones. A plastic-slip wallet contains
one CD for each of you. Each CD contains
one song—apparently your favourite,
although you don’t remember requesting it.
What is your song? If you can, play one
or two of these as you go around doing
the usual Trust Building questions and
flashbacks.
Some time later, Island Three comes into
view, a crescent shape, with rugged cliffs
facing out to sea and gently sloping hills on
the inner curve. As you get closer you see
carefully manicured lawns, statues, and
fountains.
The instructions are clear—it is time for
you to disembark, one at a time, at the
small docks dotted along the shore. What
are your final words to the others?
Congratulations on making it this far. You
are so close to victory. Play to win.

Deathmatch Island Orientation 167


S
IS LA
IS LA N

168
IS LA N D
IS LA N D
IS LA N D
IS LA N D
IS
D
IS LA N D
Is eat
— lan hm IS LA N D TH
Th d a
e Th tc LA N D TH R
Cr re h
ow e
n
N D TH RE EE
LA

Orientation
D TH R E
TH R EE
RE EE
E
TH N
D

Deathmatch Island
RE
TH
E TH R
TH R EE
TH R EE
TH R EE
E
Designation The Crown
Base Danger Level +6
A polar island with an anomalous climate—temperatures and
humidity are at tropical levels. The handful of survivors split up
to explore alone, then come back together for the End Game. A
EE E

strange island of reflection and confrontation.


HR E

Situation The competitors must disembark individually. Each PC must choose


to land at one of the ten nodes, and only one competitor may
land at each. If there is a disagreement over who gets a particular node,
competitors roll Social Game against each other—highest gets their pick.

Non-player competitors arrive in their own boat, and they are likely to go
to the same nodes as the players. The general idea is that the surviving
NPCs are confronted during Phase One. After resolving their node, each
competitor will proceed to the End Game. One competitor will survive and
emerge victorious.

If the team has a classified map to Island Three and knows about the
location of the Archives, they may all land there together if they wish.

N
N = Number of Player Competitors

For example, if a reward says N+1, that means one more than the
number of player competitors.

Deathmatch Island Orientation 169


Island impressions

→ Sticky, humid heat.


→ Lush tropical undergrowth held back from immaculate green lawns.
→ Wandering peacocks.
→ Small, brightly coloured frogs everywhere.
→ A giant chess board.
→ Immaculate rose bushes.
→ A large turtle, sleeping.
→ Marble statues of past competitors, covered in bird shit.

1 Sphere
Sitting in the middle of a neat green lawn is a huge sphere made of
bright white polymer fabric. A tunnel of clear plastic leads to an entry flap.

Impressions Soft green grass underfoot. A bird chirps nearby. The immaculate white orb
reflecting the sun, almost too bright to look at. A pounding in your head, random
flashes of memory, as you approach.

Situation → Entering the Sphere requires a REDACTED contest vs. Subconscious


Programming.
→ The inside of the Sphere is infinite white space.
→ If a competitor enters, the Production Player should ask them a flashback
question about a repressed memory; this can be any question they want.
We’ve provided some ideas; choose a question that aligns with the theory-
crafting so far. This memory is a revelation to the competitor; they did not
remember it until now.
→ The player answers and notes down a flashback Advantage. They also
mark 1 Trust with Production.

Questions → You have competed in Deathmatch Island before. Tell me one moment that
comes back to you.
→ In your former life, you had a close relationship with one of the other
competitors. Who was it? What was the nature of this relationship?
→ In your former life, you had a professional connection to Deathmatch Island
Production. What was it?
→ You remember a Sphere just like this from when you were a child. Tell me
about that memory.
→ One of your family members competed in Deathmatch Island. Who was it?
Did they come back?

Obstacle Subconscious Programming (d6). Subliminal Triggers (d6 Dangerous),


Sensory Stimuli (d6).
→ Danger Level +6

Rewards 1— REDACTED Acquistion (Tier 3)


1— Classified Maps of All Three Islands

170 Orientation Deathmatch Island


0 1 2 3 4 5 6 7 8

THE CROWN A

B
1
SPHERE

2 Estate

Feast 3

Maze 4 11

ARCHIVES

E
End Game

CASTLE
5

Village 6

8 Theatre
7 Big Wheel

10
Conservatory
9
Discothèque I

Built-up Area
Challenge
Point of Interest J
Restricted Area
Deathmatch Island Orientation 171

0 1 2 3 4 5 6 7 8
1

2
2
Estate
Terraced gardens lead up 3
to a large wooden house
in the Georgian style, a 4 11
three-storey rectangle
with symmetrical windows,
shutters, and columns. 5

6
Impressions Water cascading from fountains.
Peacocks wandering the grounds.
Large rooms with high ceilings, 8
decorative wallpaper, and ornate 7
furniture. Somewhere, a door shuts with a
bang. The smell of smoke—the building 10
9
has been set on fire.

Situation → Danger Level +6


→ You are likely to encounter a surviving competitor from another team here.
→ If the PC prevails, they may kill the opponent if they wish. Otherwise, they will
encounter them in the End Game. There are no alliances on Island Three.

Rewards 1—M136 AT4 Rocket Launcher


1—Small Luxuries

3 Feast
On the white sand beach is a long dining table draped with a red-orange
tablecloth. Under silver cloches is a banquet of food and drink.

Impressions Whole roast pork, complete with apple in mouth. Carafes of wine. Stewed eels.
Whole lobster. Roast capon. Boiled pudding. Oysters. Black Forest cake. A wave
washes over your feet; the tide is coming in. Seagulls land nearby, muttering to
themselves. A shotgun is hidden underneath the pile of food. Champagne.

Situation → The competitor who visits this node gains a “Satisfied” d8 Advantage die.
→ What do you think about as you dine alone?
Rewards 1—Remington M870 Shotgun

4 Maze
An extensive labyrinth of towering box hedge rows neatly clipped to shape.

Impressions The sun beating down, clothes damp with sweat. A ceaseless corridor.
Limestone chips crunch underfoot. The smell of freshly cut greenery. Feature
topiary is dotted around; these depict moments of competitors dying, scenes you
witnessed personally. The sound of someone else’s laboured breathing from a row
or two away.

172 Orientation Deathmatch Island


Situation → You might encounter a surviving competitor from another team here.
→ The maze is not deadly but it is punishing. Challenge Beast vs. Hedge
Maze.
→ Getting lost. Becoming disoriented, dehydrated. Losing hope. Encountering
an opponent who intends to stop you.
→ At the end of the maze is the reward—a sniper rifle in a gift-wrapped
guncase. A short path leads out.

Challenge Hedge Maze (d6 Exhausting). Harrowing (d8), Interminable (d8). If another
competitor is here, add their dice.
→ Danger Level +6

Rewards 1—PSG-1 Sniper Rifle


1—Special Advancement

5 Castle
The castle sits on a low hill at the base of the mountains, with commanding
views of the whole island north and south. It is a towering multistoried slab of
red brick. Many chimneys crown its slate roof.

Impressions Vast exterior of brick, featureless except for a few small windows at the very top.
The only entrance is one red door. Wood-panelled hallways that smell of stale
cigarette smoke. Plush red-orange carpet.

Situation → Approaching the castle and getting in requires a REDACTED contest vs.
Incident Response Unit.
→ The Incident Response Unit arrives in a white van. They wear red CBRN suits
and carry FAMAS assault rifles.

Secrets → Countless meeting rooms with conference tables covered in folders and
paperwork. The language is unintelligible. Is it a code? Ashtrays overflowing
with cigarettes. A mug half full of stale black tea.
→ An orange-tiled room, empty except for a metal folding chair and a drain.
→ An orange-tiled room filled with glass tubes. Each tube has a piece of
cardboard hanging from a length of string with a name printed on it. The
competitors’ names are amongst these. Each tube is full of buzzing flies.
There are a number of flies in each tube equivalent to that competitor’s
number of followers.

Obstacle Incident Response Unit (d6 Restricted). Paramilitary (d8), Mentally Conditioned
(d6 Dangerous).
→ Danger Level +6

Rewards 2— REDACTED FAMAS Assault Rifle


1— REDACTED Acquistion (Tier 1)
1—Special Advancement
1— Classified Maps of All Three Islands

Deathmatch Island Orientation 173


1

6
2
Village
A quaint seaside village 3
that rambles up from
the shore. Timeless, 4 11
picturesque, quiet.

Impressions Whitewashed homes with 5


terracotta tile roofs. Neat rows 6
of cypress and olive trees.
Narrow, meandering streets.
A village square with a fountain 8
burbling. Window boxes planted 7
with colourful flowers. A cool breeze
brings relief from the heat. A peacock 10
9
squawks. The sound of a rifle round
being chambered.

Situation → Danger Level +6


→ You are likely to encounter a surviving competitor from another team here.
Rewards 1— PSG-1 Sniper Rifle
1—Survival Gear

7 Big Wheel
A large ferris wheel, visible against the skyline from across the island. A
Challenge Terminal waits at the base.

Impressions A red-orange steel frame with carts in several pastel colours. The device slowly
getting up to speed, steel groaning ominously. A dizzying view from the top. The
wind screaming at that height, suddenly bitterly cold.

Situation → You might encounter a surviving competitor from another team here.
→ The wheel will take you to the top and then stop. Getting back to the ground
safely is the challenge. If there is an opponent, it’s a race to see who gets there
first. Challenge Beast vs. Big Wheel.
→ Vertigo. Jumping from cart to cart as they sway dangerously. Terrifying
heights. Unforgiving steel beams.
→ If you complete the challenge, the wheel rotates once more and a cart door
opens to reveal the reward.

Challenge Big Wheel (d6 Exhausting). Towering Heights (d6 Dangerous), Health & Safety
Hazard (d6). If another competitor is here, add their dice.
→ Danger Level +6

Rewards 1—M136 AT4 Rocket Launcher


1—Special Advancement

174 Orientation Deathmatch Island


8 Theatre
A square stone building with a green dome roof. Grand double doors lead into
a dark theatre. It is empty. The stage holds a single chair, lit by a spotlight.

Impressions Empty seats. Red velvet curtains. Classical music plays at extreme volume.

Situation → If the competitor sits in the chair, they are compelled to monologue. They may
choose a question from the Trust Building Questionnaire to ask themself (or
make up a question).
→ The player answers their own question with a flashback, and notes down a
flashback Advantage. They also mark 1 Trust with themself.
→ When they finish, they hear recorded applause and confetti poppers go off
above them. A crossbow on a red velvet cushion rises up on a platform in
front of them.

Rewards 1—Horton Hunter Crossbow

9 Discothèque
A sleek, Modernist cube of steel and glass. Inside is an illuminated dance floor
of glass panels.

Impressions Pounding music. Unsettling red lighting. Flashing floor panels. Sparks of electricity.
The smell of ozone.

Situation → You might encounter a surviving competitor from another team here.
→ This is a rhythm challenge—hit the floor panels as they light up along to
the music. If you miss, you receive an electric shock. Challenge Beast vs.
Electric Dance Floor.
→ Music tempo that gets faster and faster. Electric shocks. Potentially another
competitor messing with you.

Challenge Electric Dance Floor (d6 Exhausting). Electrified (d6 Dangerous), Rapidfire (d6).
If another competitor is here, add their dice.
→ Danger Level +6

Rewards 1—FAMAS Assault Rifle


1—Special Advancement

10 Conservatory
A large plump glass house laced with delicate white steelwork. The interior is
packed with lush tropical greenery.

Impressions Powerful floral scent. Thick, humid air. Orchids, ferns, ponds and lillies, vines and
climbers. A shotgun rests on a flower bed. Bees buzz lazily through the air.

Situation → The competitor gains a “Relaxation” d8 Advantage die.


→ What do you think about as you wander the conservatory?
Rewards 1—Remington M870 Shotgun

Deathmatch Island Orientation 175


1

11
2
Archives
This location can only be 3
found with a classified
map. A bare and rocky 4 11
island to the east of the
End Game arena, cold and
exposed. A square white 5
building, windowless.
6

Impressions Snowflakes blowing on an icy wind.


Cold but sheltered inside. A battered 8
couch, a ping pong table, half a bottle 7
of scotch. An old TV on a trolley, showing
live, grainy footage of the End Game 10
9
Arena (currently empty). A wall of shelves
groaning with VHS tapes. A VHS player.

Situation → No contest is required.


Secrets → Half the VHS tapes hold archival footage from Deathmatch Island contests
of past years.
→ Take turns describing a tape each for the 1980s, 1990s, 2000s, 2010s, etc.
What’s the same? What’s different? Each PC increases their REDACTED die
one die size (e.g. from d8 to d10).
→ The rest of the tapes are audition footage. There are tapes for each of the
player competitiors. You don’t remember this being recorded. A voice off-
camera asks “Why do you want to win?”
What does the recording of your competitor say in response?

Rewards N— REDACTED Acquistion (Tier 2)


N— REDACTED Acquistion (Tier 3)
1—Special Advancement

176 Orientation Deathmatch Island


PLACEHOLDER FOR FINAL ART

Deathmatch Island Orientation 177


PLACEHOLDER FOR FINAL ART

178 Orientation Deathmatch Island


END GAME

Deathmatch Island Orientation 179


17

The End
Once all Competitor Players have resolved their chosen node, a
klaxon will sound. Rowboats are positioned along the inner shore
throughout the island; when the klaxon sounds, competitors row to
the End Game Arena individually. There is a separate entrance for
each surviving competitor.
Final Jury Votes. At this stage, complete a third and final round of
jury votes (see page XX). Unlike regular jury votes, no Advance is
earned.
Final Flashbacks. Each Competitor Player describes one last
flashback of their choice (there is no Trust Building question).
This is your last chance to describe your competitor from before
Deathmatch Island, and paint a picture of their internal drive.
The Production Player inserts one detail during the flashblack
as normal (see page XX). Note the flashback down as an
Advantage.
The arena is a small island with a ring of steep, rocky hills around the
perimeter enclosing an open expanse in the centre. Each entrance
is a plain red-orange door set into the cliff face. A long dark hallway
beckons each competitor inwards.

Rite of Passge
The hallway is the Rite of Passage. The competitor passes
hundreds of framed portraits of past finalists, each lit by a single
downlight. A small plaque gives their name, nickname, occupation,
and legacy in the game. At the end of the long line of framed
pictures, each competitor comes to their own portrait.
Legacy: Look to your two highest jury votes, and choose
one of the titles from the appropriate list to discover what your
competitor’s legacy will be in the long history of Deathmatch Island:
Outbrave & Outsmart: Guardian, Commando, Fixer
Outbrave & Outtalk: Peacemaker, Paragon, Action Hero
Outbrave & Outlast: Conqueror, Warrior, Champion
Outsmart & Outtalk: Savior, Folk Hero, Visionary
Outsmart & Outlast: Puppetmaster, Revolutionary, Villain
Outtalk & Outlast: Hope Bringer, Grifter, Survivor

180 Orientation Deathmatch Island


Deathmatch Island Orientation 181
Standoff

At the end of each hallway is another orange door. At this point,


each Competitor Player has an individual decision to make. Are you
intending to play to win or break the game? This is the Standoff.

Play to Win
Play to win.
You intend to kill all other competitors and emerge the sole survivor, Play to win.
the winner. When you encounter your former teammates, you Play to win.
might pretend to still be friendly, but ultimately you intend to pull a Play to win.
Play to win.
weapon and try to kill them.
Play to win.
Play to win.
Break the Game
Play to win.
You intend to work together with your teammates, in all honesty Play to win.
and good faith, to break the rules of the game. That can mean any Play to win.
number of end goals, but it all boils down to the fact that you do not Play to win.
intend to kill the others. If you want to break the game, “kill the other Play to win.
competitors” is the first rule you must break.
All players will need a pen and a piece of paper, or use the official
Standoff cards. Each Competitor Player must check a box or
write down either PLAY TO WIN or BREAK THE GAME. Do this in
secret.

Standoff Procedure
DEATHMATCH ISLAND

8553 4806 8166

OFFICE USE ONLY


Congratulations on making it to the End Game.
How will you proceed? Think carefully.

Play to win: Seize the moment, defeat all others, Y N


emerge the sole survivor and victor.

Break the game: Stand united and attempt to Y N


break the game. If anyone else chooses to play to win,
they will have an Advantage over you. Can you risk it?
Do you trust them?

OFFICE USE ONLY (COMPETITORS DO NOT READ)


IF ANY COMPETITOR BREAKS GAME, IMMEDIATELY AND WITH EXTREME FORCE

182 Orientation Deathmatch Island


Before they make their choice, it is important that everyone
understands the consequences.

If at least one Competitor Player chooses Play to Win, proceed


to the Standard End Game (where the competitors fight and kill
each other until there is only one survivor—see page XX), and
all competitors who chose Play to Win gain a d10
backstabber Advantage die.
If all Competitor Players choose Play to Win, proceed to the
Standard E nd Game (page XX), and nobody gets an Advantage.
Only if all players choose Break the Game, proceed to the
REDACTED End Game (page XX), where the competitors attempt to

break the rules of the game and decide their own ending.

The important thing to understand is that you should only choose


Break the Game if you’re confident all the other players will too.
Otherwise, it will go to a gunfight and they will have an advantage
over you— as you go to cooperate, they go to shoot.
After all players have secretly made their choice, reveal all the cards
at the same time and proceed to either the Standard End Game or
the REDACTED End Game as appropriate.

What if events don’t follow the formula?


Competitor Players can always do whatever makes sense in the
fiction, and if it doesn’t follow the procedures as written, then it’s
time for a REDACTED contest.

Deathmatch Island Orientation 183


Standard
End Game

The competitors proceed further into the arena, passing out of the
hallway and into a maze of open-top concrete walls, containing
dozens of miniature recreations of all the locations from the three
Deathmatch Islands so far, as well as many they didn’t visit.

Outer Circle impressions

→ Miniature landmarks, the radio mast, the volcano, the


stadium. Big Ben, a pyramid, a dinosaur (?).
→ The recreations are waist-high and made of concrete,
glass, and steel. Extremely hazardous.
→ Dramatic music plays over loudspeakers.
→ You see and hear hints of the other competitors in the maze,
but just glimpses. Laboured breathing. Breaking glass. Can
you trust them?
→ A shifting maze of walls and doors. You come face to face
with a friend before a hidden door slams shut between you.
→ A viewing chamber is set into the cliffs above, visible from
all points of the arena. A long glass window, with hazy
silhouetted figures watching everything.
→ Somewhere in this maze is a control room, but it’s all part of
the game.

The Standard End Game proceeds following the usual Phase Two
rules (page XX), with the following modifications. Note that Trust
cannot be used during the Standard End Game.

184 Orientation Deathmatch Island


0 1 2 3 4 5 6 7 8

END GAME ARENA A

er Circle
Out
E

Inner
Circle
F

Ou
t e r C ir cl e

0 1 2 3 4 5 6 7 8
Scout
During the Scout stage, the competitors move through the Outer
Circle maze, trying to outmanoeuvre the competition.
Competitor Players may roll any Capability based on their
approach. They are not contesting a Production roll, they are only
competing against each other.
The winner of the Scout contest gains a d10 Advantage die to
use for any roll in the End Game.
The winner has also outmanoeuvred all the others and reached
a control room. From here they can open and close a set of
hidden doors within the maze, herding the competitors (including
themselves) into groups for the next confrontation. These controls
work in such a way that not all the doors can be opened at any one
time—no matter what the winner does, the competitors will be
divided.
The winner must divide the remaining competitors into two
groups for the Scramble stage. The two groups do not have to be
evenly sized, but should be as close as possible (if there are three
competitors, it will be an individual and a group of two; if you have
five competitors, a group of three and a group of two).

Scramble
The maze restructures itself as walls fold away and others slam
shut. The competitors find themselves split into two groups
(chosen by the winner of the Scout stage).
If you’re the only competitor in your group, you go through to the
Inner Circle. The other groups fight amongst themselves, with one
contest per group. Competitor Players may roll any Capability
based on their approach. They are not contesting a Production
roll, they are only competing against each other.
The competitor who is best in each of the two groups survives and
goes through to the Inner Circle. The rest are killed.
When doing confessionals and narration for the Scramble and
Finale of the Standard End Game, use the modified procedure on
the chart shown. You still take turns from lowest result to highest,
but the second-best player has to consent to the ending described
by the winner, or else they avoid that fate and the winner must offer
an alternative ending.

186 Orientation Deathmatch Island


Deathmatch Island Orientation 187
What if the backstabbers are all killed?
A likely situation is that some competitors choose Play to Win and
others choose Break the Game.
If any Scramble group contains only Break the Game competitors,
they do not have to fight each other. Instead, resolve the contest for
the group containing Play to Win competitor(s) first.
If the Play to Win competitors are all defeated, the surviving Break
the Game competitors may (if they all agree) switch to the REDACTED
End Game rather than continuing to fight each other. Move to the
the REDACTED End Game procedure and begin the Scramble
stage.
If a Play to Win competitor survives their Scramble contest and
there are still multiple Break the Game competitors left alive, there
is another one-on-one Scramble contest between the Play to Win
competitor and one other competitor of the Production Player’s
choosing. Break the Game competitors are never forced to
fight each other if they don’t want to.
Continue until either all Play to Win competitors are defeated (in
which case the survivors can move to the REDACTED Scramble), or
there are only two competitors left alive (in which case you move
on to the Standard End Game finale).

During the Standoff, three competitors (Erland, Jordan, and


Willow) all choose Break the Game. One competitor (Harlow)
chooses Play to Win. They start the Standard End Game and
Willow wins the Scout stage, dividing the competitors into two
groups (Erland and Willow in one group, Harlow and Jordan in the
other).

Because Harlow is the only Play to Win competitor, her group


goes first in the Scramble stage. She squares off against an
unsuspecting Jordan, and with the help of her backstabber
Advantage die, she prevails. Jordan dies.

The Production Player asks Erland and Willow (who both chose
Break the Game) if they wish to fight each other, and they do not.
The Production Player decides that Erland faces Harlow next, in
another Scramble contest.

If Harlow wins against Erland, she and Jordan proceed to the


standard finale together. Only one will survive and be crowned the
winner.

If Erland wins against Harlow, he and Jordan have a choice.


They could proceed to the standard finale together and decide
a winner through a fight to the death. Or they could both move to
the REDACTED End Game, starting at the beginning of the REDACTED
Scramble.

188 Orientation Deathmatch Island


Inner Circle impressions

→ A circular arena at the center of a large basin. The two


finalists enter from opposite doors.
→ The arena is a vast, shining black surface inset with a grid
of glowing orange lines
→ The surrounding cliffs loom above, the ever-present
Production team looking down from their viewing box.
→ Stillness. The whisper of a cool breeze. Do you say
anything to each other?

Finale
The last two surviving competitors enter the Inner Circle. They are
not contesting a Production roll, they are only competing against
each other.
The End Game Finale is always a Deathmatch contest. You
cannot use Trust. Whoever is best wins. The other competitor dies.
Narrate from lowest result to highest as normal.
What happens next depends on your table and the tone of your
Deathmatch Island experience so far. Look to your Theory Crafting
for ideas.

→ Fireworks and champagne?


→ A muted anticlimax?
→ Does the winning competitor immediately fall unconscious,
only to awaken somewhere unexpected?

Epilogue
As the only surviving competitor, the winner describes a short
epilogue of what happens to their competitor immediately
following Deathmatch Island. All other players, including the
Production Player, should have input.
Before describing the epilogue, talk about whether you’re going to
do more follow-up seasons, and make sure all players are aware of
the possibility of New Game+ (following a new set of competitors
through Deathmatch Island as they attempt to tear the whole thing
down). If you intend to play New Game+ next, this should colour
your epilogue.

→ Do we see a dead competitor’s friends or family, trying to learn


the truth behind their loved-one’s disappearance?
→ Do we see one of the dead competitors, looking a lot less
Deathmatch Island Orientation 189
dead than the last time we saw them?
→ Does the winner intend to reenter the game to destroy it from
the inside?
→ Does the Deathmatch Island Production team offer the
winner a job?
→ Or is their fate more mysterious?
→ Do we get any hints that confirm or deny some of the Theory
Crafting so far?

Finally, make a note of any remaining REDACTED Acquisitions; these


are assumed to have been hidden on the arrival boat, ready for
your next competitor to start with.

190 Orientation Deathmatch Island


PLACEHOLDER FOR FINAL ART

Deathmatch Island Orientation 191


REDACTED

End Game

If all players choose Break the Game, follow the steps in this
chapter. The competitors attempt to break the rules of the game
and decide their own ending.
The REDACTED End Game proceeds following the usual Phase Two
rules (page XX), with the following modifications.

Scout
The competitors emerge from the hallway and into a maze of open-
top concrete walls, containing dozens of miniature recreations of all
the locations from the three Deathmatch Islands so far, as well as
many from islands they didn’t visit.

Outer Circle impressions

→ Miniature landmarks, the radio mast, the volcano, the


stadium. Big Ben, a pyramid, a dinosaur (?).
→ The recreations are waist-high and made of concrete,
glass, and steel. Extremely hazardous.
→ Dramatic music plays over loudspeakers.
→ A shifting maze of walls and doors. You come face to face
with a friend before a hidden door slams shut between you.
→ A viewing chamber is set into the cliffs above, visible from
all points of the arena. A long glass window, with hazy
silhouetted figures watching everything.
→ There are hidden staff-only doors and access panels, not
part of the game. How do you find them? How do you hack
them?
→ Production will deploy deterrants including subliminal
programming, auditory triggers, sonic weapons, and
flashing lights.

192 Orientation Deathmatch Island


During the Scout stage, the team attempts to regroup within the
Outer Circle maze, and find a way to get “behind the curtain” before
Production stops them. REDACTED contest vs. Production.
The winner of the Scout stage (Competitor Player or Production
Player) gains a d10 Advantage die they can use for any roll in the
End Game.

Scramble
The competitors choose to either Seize or Defend (like a regular
Phase Two, see page XX).

Seize
Winners of the Seize contest choose extra rewards for the Finale.
REDACTED contest vs. Production. For each Competitor Player

who succeeds, select one from the following list. Note these down.

→ The next batch of competitors will start with one Advance


for each win in the Finale.
→ For each Competitor Player who wins in the Finale, one
PC survives and escapes (and may reenter the next
season).
→ The next batch of competitors will start with their REDACTED

die one step larger (e.g. d8 instead of d6) for each win in
the Finale.
→ The next batch of competitors will start with one extra
Acquisition each, of their choice, for each win in the
Finale.

Deathmatch Island Orientation 193


Behind the Curtain impressions

→ Sterile white corridors, bright fluourescent lights.


→ Guards in red CBRN suits, carrying red-orange FAMAS
assault rifles.
→ The smell of bleach.
→ The sound of flies buzzing in another room, unseen.
→ A framed portrait on the wall, showing one of the now-
dead NPCs wearing a suit and tie, smiling.
→ A prop room, where actors are fitted for uniforms and slugs
are spray-painted orange.
→ A server room—a towering bank of cables, wires, and
equipment.
→ A Casting room—“applicants” are chosen for the next
season from a mountain of recordings and paperwork.
→ A way off the island—a map or signage pointing to a
helicopter pad or submarine dock.

Sparrow and Omar both succeed against Production in the Seize


contest. They choose an extra Advance and a better REDACTED
die as Finale rewards.

Defend
Production chooses 1–3 threats. Each Competitor Player
who is succesful may stop one disaster from happening.
Any remaining threats come to pass. REDACTED contest vs.
Production.

Defend impressions

→ An External Threat Response room—banks of monitors


showing the outside world, and the Incident Response
Units being sent to take out targets.
→ A Brand Induction room, where competitors are
reconditioned to work for Production. Electrodes, sonic
devices, subliminal recordings.
→ A vintage room-sized computer AI that prints out dot-
matrix paper showing its schemes to calibrate a response
to the actions of the competitors.

194 Orientation Deathmatch Island


Example threats:

→ Harm to any surviving NPCs.


→ Harm to family/friends back home.
→ A PC ends up recruited to Production.
→ Production will prepare a nasty surprise for the next season of
Deathmatch Island competitors.

Production (2d12 Dangerous, Exhausting). Merciless (d10).


Armed kill-squads (d12). Subliminal programming triggers
(d12). Guard dogs (d8).

Finale
The finale is a REDACTED
contest vs. Production. For
each Competitor Player who
succeeds, mark one End Game
Hit on the Production sheet and
note down what lasting damage
the players did to Deathmatch
Island.

After sustaining four hits,


Deathmatch Island is finished
(if you want to run a shorter
campaign, lower the hit limit).
A hit might look like:

→ You smuggle out damning footage.


→ You blow something critical up, a huge explosion.
→ You will kill (or recruit!) a critical member of Production
Staff (e.g. the Host, the Producer, etc.).
→ You hack or destroy critical infrastructure—
communications, transportation, manufacture, recruitment, or
armaments.
This damage should be reflected in future seasons.

Deathmatch Island Orientation 195


Finale impressions

→ The control hub of Deathmatch Island. Banks of switches,


live monitors, microphones, computers.
→ The Host’s recording studio. Bright lights, cameras. Eerie
silence.
→ The viewing room above the End Game Arena, full of
Production staff and the enigmatic Producer running it all.
Who is the Producer? What surprising connection do they
have to a PC?
→ Critical infrastructure—a satellite dish, a vehicle bay full of
response unit vans, an armory full of Deathmatch Island
guns and equipment ready to be distributed, an onboarding
facility where new recruits are turned into mentally
conditioned Incident Response Troopers.

The final outcome of the REDACTED End Game is then judged by


considering both the result of the Scramble contest and the Battle
Royale together.

The Competitor Players lose the Battle Royale


Production wins. The competitors’ rebellion is stopped, and the
competitors are either killed, captured, or left for dead. Discuss the
fate of each competitor together, and agree by consensus.

The Competitor Players win the Battle Royale, but lose the
Scramble contest
For each Competitor Player who succeeded in the Battle Royale,
mark one End Game Hit. There are no further rewards, and
the competitors are either killed, captured, or left for dead after
accomplishing this damage.

The Competitor Players win the Battle Royale and win the
Scramble contest
For each Competitor Player who succeeded in the Battle Royale,
mark one End Game Hit and note down each reward as previously
decided. Note that unless the “survives and escapes” reward was
selected in the Scramble, nobody makes it out alive.

During the Scramble, the players chose an extra Advance


and better REDACTED die as rewards. Sparrow and Omar both
succeed against Production in the Finale—the Production Player
marks two hits on the Production sheet, and notes that for the
next season, each PC will start with two extra Advances and their
redacted die will be two sizes larger (!).

196 Orientation Deathmatch Island


Epilogue
Take turns describing a short epilogue for each player competitor
after they return to their regular lives.
Before describing the epilogues, talk about whether you’re going
to do more follow-up seasons, and make sure all players are
aware of the possibility of New Game+ (following a new set of
competitors through Deathmatch Island as they attempt to tear
the whole thing down). If you intend to play New Game+ next, this
should colour your epilogues.

→ Do we see one of the dead competitors, looking a lot less


dead than the last time we saw them?
→ Do the survivors intend to reenter the game to destroy it
properly, once and for all?
→ Does the Deathmatch Island Production team offer one of the
survivors a job?
→ Do we get any hints that confirm or deny some of the Theory
Crafting so far?
→ Do we see an ominous sign of the Return of Deathmatch
Island?

Finally, make a note of any remaining REDACTED Acquisitions; these


are assumed to have been hidden on the arrival boat, ready for
your next competitor to start with.

Deathmatch Island Orientation 197


PLACEHOLDER FOR FINAL ART

198 Orientation Deathmatch Island


APPENDIX

Deathmatch Island Orientation 199


Traits for NPCs 1d4 for column, 3d10 for row

1 2 3 4
3 Angry Bleached hair Neat Wears glasses
4 Twitchy eyes Petty Elegant Quiet
5 Crooked nose Violent Wavy hair Alert
6 Rude Aloof Strange face Acne scars
7 Sophisticated Winks a lot Grinds teeth Prominent mole
8 Obsessive Hypnotic Low-key Sober
9 Stern Grave Neck tattoo Blandsome
10 Folksy Fidgety Curly hair Careful

11 Slow Long hair Earthy Calculating

12 Cold Bejewelled ring Macho Preoccupied

13 Warm Authoritarian Arm tattoo Bold

14 Piercing eyes Gestures a lot Drunk Irreverent

15 Smokes cigs Ponytail Gazes into space Arrogant

16 Sweats a lot Ruthless Moody Abrasive

17 Scheming Tidy haircut Wavy hair Soothing

18 Loud voice Patronizing Impulsive Coughs a lot

19 Brave Shaggy hair Sighs a lot Crunchy

20 Smiling Dry Placid Jaw clenched

21 Amiable Intense Coarse Mystical

22 Impressive nose Dignified Bullying Deep wrinkles

23 Businesslike Intimidating Necklace Absent-minded

24 Grumpy Smooth hands Hand tattoos Manipulative

25 Tired eyes Pleasant scent Striking face Moody

26 Blunt Shaved head Unfathomable Energetic

27 Jocular Callous Chewed nails Calm

28 Searching eyes Shouts a lot Notable scar Rowdy


29 Sad One eye Erratic Fiery
30 Scruffy Steely Huge biceps Glossy hair

200 Orientation Deathmatch Island


First Names for NPCs 1 1d8 for column, 1d8 for row

1 2 3 4 5 6 7 8
1 Ahmed Calvin Edgar Huck Jimmy Monty Ransley Sebastian
2 August Chatri Elvis Ira Kai Omar Roman Sullivan
3 Banyu Colby Enzi Izem Leopold Orion Romeo Tariq
4 Beckett Crisanto Ephraim Jabari Lincoln Orson Roshan Ted
5 Bill Crow Faraji Jackson Lionel Oscar Rudy Van
6 Bowie Dexter Fox Jagger Matteo Ozzy Rufus Waldo
7 Brooks Dorian Gus Jaxon Maverick Pratam Ryder Watson
8 Byron Easton Ham Jett Milo Randy Sanford Zane

First Names for NPCs 2 1d8 for column, 1d8 for row

1 2 3 4 5 6 7 8
1 Achara Beulah Cora Farida Ione Minerva Priya Suzanne
2 Aisha Birdie Danika Farah Joy Missy Ramona Taraji
3 Amethyst Branwen Debb Gretchen Kartika Nellie Rosalina Tiffany
4 Anais Briar Deborah Habiba Luna Opal Ruby Tina
5 Ashanti Calliope Diana Harlow Mabel Ophelia Sawyer Violet
6 Bea Candice Dorcas Hattie Mae Pearl Sonja Willow
7 Beatrix Charity Drusilla Hazel Mila Piper Sparrow Wren
8 Betsy Connie Eloise Hilda Millie Poppy Stella Zahra

Surnames for NPCs 1d8 for column, 1d12 for row


1 2 3 4 5 6 7 8
1 Ahmad Burns Dill Hardy Kilgore Matondo Powers Solomon
2 Ako Byeon Duke Hart Klug Merrick Prashad St James
3 Barrel Calabro Eckhaus Hartman Knapp Mintz Quinn Steele
4 Bartlett Camacho Fensby Hassan Kogoya Mohamed Raza Summers
5 Bartley Campos Floquet Hatch Krueger Moon Reed Taniguchi
6 Bates Cassidy Fontana Hatfield Kwan Morozov Richter Torres
7 Beauregard Castle Fonua Havenash Kwŏn Morrows Rivera Tremblay
8 Beckett Cervantes Fox Herschel Lamb Moss Roach Umemoto
Under-
9 Bellamy Chandler Fuimaono Hershey Lau Mungoshi Rojas
wood
10 Benedetti Cheng Furyk Herzog Law Namgung Rosa Usoro
11 Berry Cheung Galloway Hill Leung Narayan Rose Valencia
12 Biggerstaff Chopra Galvan Hoang Li Nguyen Roy Vega

Deathmatch Island Orientation 201


Nicknames
When you first advance your Name die, you gain a nickname. The rest of the table (the
other Competitor Players and the Production Player) have final say on what this nickname
is. Whenever your Name die advances again, the table should review your nickname.

Admiral Champ Gandhi King Slayer Rebel Swish

Adonis Chicken Ghost Little [Name] Ripley Tank

Godfather/
Albatross Chuckles Matrix Rocket Tarzan
Godmother

Alpine Clutch Golden God Mentalist Rocky Terminator

Amigo Coach Grasshopper Merlin Sarge The Assassin

Bad Moon Cobra Grey Wolf Midas Sasquatch The Clown

Ballgame Cockroach Grim Reaper Mockingjay Scarface The Fridge

Bambi Coma Grumpy Monk Scorpion The Rat

Batman Commando Gumshoe Mountain Goat Scourge The Truth

Bear Cowpoke Hawk Mouse Scout Tiger

Big [Name] Deadeye Hero Mule Shadow Tinfoil

Big Shot Diablo Hitman Nitro Shady Two-Face

Blaze Dirty Harry Hollywood Oddball Shiv Vegas

Bookworm Doc Houdini Pathfinder Sixpack Vulture

Brains Dolphin Hurricane Pistol Softy Wardog

Bruiser Dragon Hustle Prime Time Speedy Weasel

Buddy Fairplay Joker Private Eye Star Whisper

Butch Firecracker Judge Queen/King Steel Wildcat

Butcher Firefly Juicy Rambo Sugar Wraith

Buttercup Friendly Kaboom Rascal Sunshine Yoda

Captain Frosty Kid Raven Sweet Pea Zen

202 Orientation Deathmatch Island


Notable Injuries 1d20

1 Sprained ankle 11 Wounded leg

2 Broken nose 12 Broken hand

3 Slashed scalp 13 Impaled thigh

4 Severed ear 14 Broken foot

5 Ringing head 15 Big open wound

6 Concussion 16 Broken limb

7 Dislocated knee 17 Internal injuries

8 Shattered elbow 18 Severe blood loss

9 Crushed wrist 19 Broken ribs

10 Wounded arm 20 Lost eye

Redacted Acquisitions 1d20

1 Inscrutable gadget 11 Set of keys

2 Encrypted walkie-talkie 12 Smoke grenade (orange smoke)

Chaff grenade (electronic


3 Key fob 13
inteference)

4 Geiger counter 14 Cryptographic codebook

5 Wristwatch 15 GPS tracking terminal

Concealed melee weapon


6 Swipe card 16
(e.g. baton)

7 USB drive 17 Improvised firearm (zip gun)

8 Gas capsules 18 Plastic explosives

9 Tranquilizer darts 19 Unofficial contraband firearm

10 Grapple gun 20 Organism in jar

Deathmatch Island Orientation 203


Phase Two Situations

1 Alliance Implosion. It begins to dawn on you that your alliance is the only one left.
You need to get under 10 people somehow. How do you let the rest of your team
know? How do you choose who to off?
Threats: Despair sets in; an ally gives up. Another team goes to shoot your team in
the back first (causing two extra Injuries to a PC).

2 Fortification. The remaining enemy alliance has holed up in a defensible position. Do


you assault them head-on? Do you fortify in a nearby building and try to lure them out?
Who makes the first move?
Threats: The enemy have a mole in your alliance, ready to cause chaos (one extra
Injury for every PC). A smaller team sneaks out to flank you and pin you between them
and the fortress.

3 Fog of War. Smoke, screaming, running through the jungle, heart thumping,
gunshots, explosions. How do you get your bearings in the chaos? Do you just pull the
trigger and hope for the best?
Threats: Your alliance becomes completely separated, everyone on their own.
Accidental friendly fire (causing two extra Injuries to a PC).

4 Clash of the Titans. Two large alliances are duking it out in a bloody battle. If one
side wins a quick victory, they’ll turn on you with the advantage of numbers. How do
you whittle both sides down and prolong the conflict, without drawing too much heat
on yourselves?
Threats: You draw the notice of one of the huge alliances and take heavy fire (one
extra Injury for every PC). You become separated from your other alliance members
and they’re quickly overwhelmed on their own.

5 Dragnet. The enemy alliance has spread out in a huge circle to surround you, slowly
but surely herding you into a smaller and smaller area. From there they’ll shoot you like
fish in a barrel. How do you break the net before it’s too late?
Threats: An allied team snaps under the pressure and does something foolish. The
enemy have a mole in your alliance, ready to cause chaos (one extra Injury for every
PC).

6 Mutiny. As you’re steeling yourselves for the final confrontation, you hear alarms
go off and see a commotion at the docks. The enemy alliance was trying to escape
on their boats. Incident Response Units in orange CBRN suits are pouring out of
Deathmatch Island vans, laying down heavy gunfire at the offending team. Do you get
involved? Do you try to take advantage of the distraction?
Threats: You’re caught up in the chaos and targeted by an Incident Response
Unit (causing two extra Injuries to a PC). A couple of enemy competitors manage to
escape!

7 Inferno. The enemy alliance is setting fire to the undergrowth. Soon a wall of fire is
looming before you, roaring in fast on your location.
Threats: You get burned (causing one Injury to each PC). An allied team snaps
under the pressure and does something foolish.

204 Orientation Deathmatch Island


8 Hit and Run Tactics. The enemy are dispersed, elusive. They pop up and take a shot
and then melt into the jungle. They’re going to take you down by attrition.
Threats: The enemy have a mole in your alliance, ready to cause chaos (one Injury
to each PC). Despair sets in, an ally gives up.

9 Draw Straws. The enemy alliance doesn’t want to shoot this out—they’re waving a
white flag, they want to talk. Maybe you can draw straws to see who has to die. Do you
trust them?
Threats: Your allies are persuaded—they go over to the other side. As guns are
lowered and calm words prevail, grief sets in (causing 1 Fatigue to each PC).

10 Decoy Manoeuvre. You see the enemy about to move through a valley, crossing the
swampy terrain single file. A perfect place for an ambush from above. As you go to
take the opportunity, you realize it’s a trap!
Threats: A second enemy team flanks you and exposes you to cross fire.
Landmines (causing two extra Injuries to a PC).

11 Game On. The other alliance sends you a message—if you’re going to play the game,
then play hard. They propose you meet in one of the challenge arenas and play it
again—but this time with guns, and to the death.
Threats: The cheating bastards have rigged the challenge arena against you
(causing two extra Injuries to every PC).

12 Deluded, Dangerous, or Daring. An alliance pins you down and disarms you—they
claim to be previous contestants trying to sabotage the game. They force you to
accompany them to a Restricted Area. They claim that if you follow their instructions,
then everyone can leave this island alive. Maybe they’re lying and this is all a trap. But
maybe they’re telling the truth…
Threats: You’re just an expendable pawn in their larger plans; they leave you in the
lurch. Production responds with lethal force (causing two extra Injuries to every PC).

13 Punished Protest. You discover an enemy alliance and no blood is shed—kind


words and affirmations abound. You stand in defiance of Production. You hear the
sound of vehicles approaching and doors slamming, as Incident Response Units
offload attack dogs. How do you prepare? What can you actually do?
Threats: Attack dogs run rampant (causing one Injury to each PC). Production
makes an example (a PC is killed).

Deathmatch Island Orientation 205


32° C COMPETITOR NUMBER INITIAL MOTIVATION
CONFIDENTIAL—MAKE
00:01
NOTE ON REVERSE

NAME / PRONOUNS CAPABILITIES


DIE

OCCUPATION Social game DIE

DIE

NICKNAME (AFTER FIRST 400,000 FOLLOWERS) Snake mode DIE

DISTINGUISHING FEATURES
Challenge beast DIE

Deathmatch DIE
NOTES

! REDACTED DIE

FATIGUE INJURIES

ADVANTAGES

TRUST

When you Support a competitor in a


contest, take 1 Trust with them, mark 1 New
ADVANCEMENT SPECIAL ADVANCEMENT Follower box, and give them your Capability
die to roll. When you use Trust, ask them to:
ADVANCE D8 CAPABILITY ON SUPPORT/ BOLSTER, → BOLSTER YOU
TO D10 (NOT REDACTED ) THEY TAKE +1 DIE SIZE (Add a copy of their Name die to your pool)

ADVANCE D6 CAPABILITY IMMEDIATELY HEAL → BLOCK FATIGUE OR INJURIES FOR YOU


TO D8 (NOT REDACTED ) ONE INJURY
→ FOLLOW YOUR LEAD
ADVANCE YOUR OCCUPATION INCREASE REDACTED
DIE TO D8 CAPABILITY DIE ONE SIZE JURY VOTES

ADD ANOTHER OCCUPATION IMMEDIATELY HEAL OUTBRAVE


ONE INJURY

PERMISSION GRANTED TO REPRODUCE THIS PAGE


FILE NOTE
EVAL: DISRUPTION RISK
55689 COMPETITOR REGISTRATION
WINNERS PLAY TO WIN
TM

NEW FOLLOWERS TOTAL FOLLOWERS NAME DIE


400,000 D8
800,000 D10
= 10,000 FOLLOWERS 1,600,000 D12

ACQUISITIONS: WEAPONS

1 1
CLOSE COMBAT M67 FRAGMENTATION
MELEE WEAPON HAND GRENADES

1 2
WALTHER P99 HORTON HUNTER
SEMI-AUTO PISTOL CROSSBOW

2 3
REMINGTON M870 FAMAS
SHOTGUN ASSAULT RIFLE

3 3
M136 AT4 PSG-1
ROCKET LAUNCHER SNIPER RIFLE

ACQUISITIONS: EQUIPMENT

1 1
SMALL LUXURIES CLIMBING GEAR
BOOZE, SMOKES, ETC ROPE, GRAPNEL, ETC

1 1
RECON GEAR SURVIVAL GEAR
WALKIE-TALKIES, ETC FIRE, SHELTER, FOOD

ACQUISITIONS: REDACTED

1 1 DIE
DIE
DIE
DIE
DIE
2 2
DIE
DIE
DIE
DIE
3 3 DIE
DIE
DIE
DIE
DIE
DIE
DIE
DIE
DIE
OUTSMART OUTTALK OUTLAST DIE
DIE

DEATHMATCH INFORMATION DEPARTMENT LAYOUT SHEET

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy