Deathmatch Island - Backer Preview Edition
Deathmatch Island - Backer Preview Edition
Deathmatch
Island
Backer Preview
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.
Tim Denee
Game design, writing, graphic design, layout, and illustration
Karen Twelves
Editor
Sadie Neat
Indexer
Greg Soper
Development Consultant
Chris Hanrahan
Business Manager
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
Occupations REDACTED
Names REDACTED
Standoff REDACTED
Appendix REDACTED
006 Orientation Deathmatch Island
Orientation.
Deadly Games on
Mysterious Islands
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...
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.
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.
Touchstones
The following are some of the media that inspired
Deathmatch Island.
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.
Island One
BETWEEN ISLANDS
Island Two
BETWEEN ISLANDS
Island Three
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.
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:
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.
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.
Creating a
Competitor
Capability).
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.
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.
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
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
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
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
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
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
1 2 3 4 5 6 7 8
Beaure-
7 Castle Fonua Havenash Kwŏn Morrows Rivera Tremblay
gard
Dank-
16 Boonmee Goma Jeong Mack Ortiz Segura Yi
worth
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
All competitors in a single season of Deathmatch Island are dressed in matching uniforms.
Roll on the following tables, or decide as a group.
1 2 3 4 5 6
Tracksuit Coveralls Polo shirt, Blazer, Shirt, T-shirt,
shorts turtleneck cargo pants sweatpants
1 2 3 4 5 6
Burnt Sienna Seafoam Salmon Goldenrod Plum Cerulean
0 4 4
INITIAL MOTIVATION
00:01 CONFIDENTIAL—MAKE FILE NOTE
NOTE ON REVERSE EVAL: DISRU
NAME / PRONOUNS
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
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
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
6
NAME / PRONOUNS CAPABILITIES NEW FOLLO
Orion Hoffman he/him
LAYOUT SHEET
DIE DEATHMAT
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
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
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
012
037
PLACEHOLDER FOR FINAL ART
Contest Overview
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
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.
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:
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.
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.
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.
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.
Phase Two
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 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.
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.
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.
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
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.
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).
• 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.
"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.
The next player takes their own turn, strengthening Trust and
asking a question of a player who has not yet been asked.
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.
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.
• When you must mark Fatigue but have no boxes left to mark.
• When you fail in a Dangerous contest.
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.
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:
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.
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:
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.
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:
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
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.
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.
Tips for
Competitor Players
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!
Preparation
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.
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.
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.
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.
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.
to choose.
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.
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.
NOTES: NOTES:
FOR REPRODUCTION REDUCE ENTIRE PRESENTATION INCLUDING THIS STATEMENT LAYOUT SHEET DEATHMATCH INFORMATION DEPARTM
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
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.
4
Slugs everywhere. Bright, fluorescent red.
Penguins everywhere.
The Voice
of Production
10 A ceramic mask
11 Dated and grainy footage, clearly from decades ago. And yet
this anachronistic host references the players by name.
The unfortunate events of that season do not reflect Production values or Competitor
spirit. LET’S MOVE ONTM
One-Shot Mode
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.
Phase Two
If you think you have time, run Phase Two as well. Otherwise, skip
this step.
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.
Production
Guidance
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:
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.
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.
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.
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.
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.
• 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.
Example of play
“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.
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!”
“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.
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.
“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.
“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.”
“Abthorpe’s goons keep chasing after the empty car while Willow
“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.”
“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?”
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
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?”
“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.”
“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:
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...
Running Casts
and Islands
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.
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.
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
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).
Vehicles
Overview of Islands
Island One: The Cradle
→ 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.
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.
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).
→ 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 → 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.
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?
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.
→ 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.
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?
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.
→ 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
contest.
→ Each competitor should choose a type of power. ESP,
telekinesis, pyrokinesis, concussive blasts, telepathy, flight,
force fields, astral projection, etc.
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?
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
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.
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.
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
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.
THE CRADLE A
14 Stadium
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
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
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.
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.
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.
7 The House
A small clearing deep within the jungle containing a single two-storey
suburban house.
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.
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.
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.
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.
Situation → Approaching the lighthouse and getting in requires a REDACTED contest vs.
Psychological Countermeasures.
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
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.
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.
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
→ 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.
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.
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.
154 Orientation
Deathmatch
Island Two—
The Crucible
Deathmatch Island
Designation The Crucible
Base Danger Level +5
N
N = Number of Player Competitors
For example, if a reward says N+1, that means one more than the
number of player competitors.
Impressions Icy wind. Concrete locks. A rusted metal walkway providing pedestrian access. A
cluster of small concrete service buildings.
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.
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.
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.
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
Obstacle Improvised Defences (d6). Booby Traps (d6 Dangerous), Alarms (d6).
→ Danger Level +6
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
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
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.
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.
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
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
Impressions A long ladder down. A cavernous space filled with metal shelving. Flickering lights,
shadowy corners. The dry smell of dust.
→ Weapons—because these 7
are not Deathmatch Island
official weapons, they cannot
be remotely disabled and count
as REDACTED Acquisitions.
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.
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.
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
Research Station 3
14 4
A large compound 13
consisting of dozens of
buildings, empty cages, 12
and derelict enclosures. 11 5
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
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.
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.
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?
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.
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.
Challenge Hedge Maze (d6 Exhausting). Harrowing (d8), Interminable (d8). If another
competitor is here, add their dice.
→ Danger Level +6
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
6
2
Village
A quaint seaside village 3
that rambles up from
the shore. Timeless, 4 11
picturesque, quiet.
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
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.
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
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.
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
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
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
break the rules of the game and decide their own ending.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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
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
Godfather/
Albatross Chuckles Matrix Rocket Tarzan
Godmother
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).
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.
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).
DIE
DISTINGUISHING FEATURES
Challenge beast DIE
Deathmatch DIE
NOTES
! REDACTED DIE
FATIGUE INJURIES
ADVANTAGES
TRUST
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