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Playtest Rules

When you play a Tabletop Role-playing Game, like Sprouting Tales, you are having a conversation. You are listening intently to the story other people are creating and contributing your thoughts to the shared fiction. Participants build on others' contribution...

Tempo

Playtest Rules

Components Reconsider Tempo The Guide decides how quickly the story progresses with the Reconsider Tempo card. The Guide may move a card from the top of the Tempo Deck to the bottom. The Guide may repeat this up to eight times. Then, activate the top card of t...

Core Rules
CoreRules

Basics

Playtest Rules

Roles Sprouting Tales plays best with a group of 3-5 people. Once you’ve gathered a group, discuss what role each person prefers. Roles are not permanent, and a group should make adjustments when needed. At least one person takes on the role of the Guide. Guid...

Beginnings and Endings

Playtest Rules

Beginning When a Player doesn't have an Adventurer, their adventure begins! The Player: Gains a gear card, Gains six random face up supply cards, Picks two of the six to remain face up and turns the other four face down, Adds the following to their soil: Eight...

Gear

In Development Rules

Gear is the equipment and items your character carries. You can have up to four piles of Gear cards and each pile can hold up to six load. Load Load is a measure of how large or difficult to carry an item is. High load items are heavy or large. Low load items ...

In Development Rules

This book holds future rules that will be implemented at a later time.