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Rules!

This page will contain the most up to date rulebook for Everyone is Finn

Rule Book LQ PDF (1.3 MB) - V. 1.1

(The real rulebook is MUCH prettier, but here’s a text version)

Welcome to Everyone is Finn!

Being the adventurer that he is, Finn is always trying to do something heroic. Lately, it’s causing problems though- Finn wants to do too many things at once in too many different ways!

Everyone is Finn is a game for 3 or more players. One player, to be determined by a die roll, is the Narrator of this epic story.

All the other Players are competing aspects of Finn’s personality that each want to complete a Heroic Quest in a different way.

SETUP AND MATERIALS

Everyone is Finn comes with 6 types of cards:

-Reaction Cards

-Event Cards

-Modifier Cards

-Location Cards

-Heroic Quest Cards

-Skill Cards

The cards are separated into 4 decks. A Heroic Quest deck, a Location deck, a Skills deck, and a deck with the other 3 card types.

HEROIC QUESTS

Finn wants to complete as many Heroic Quests as possible, but he has several in mind at once. At the beginning of the game, draw 1 facedown card from the Heroic Quests deck. If at any point the Quest is deemed a failure by the Narrator, it’s discarded and a new one is drawn.

COMPLETION

This Heroic Quest is considered “completed” when Finn (regardless of which personality is in control) achieves the objective listed on the card. The personality that finished that Heroic Quest gains a point as noted by taking the Quest and turning it face-down in front of him.

A new Heroic Quest is drawn to be fought over by the aspects of Finn’s personality.

LOCATIONS

Location cards are the plot devices by which Everyone is Finn progresses.

At the beginning of the game, the Narrator flips up the top Location card. This is where the plot of the game takes place until the next Location card is revealed or until a Player has Finn leave the Location.

NEW LOCATIONS

A new location card is revealed each time that Finn passes out from pain or exhaustion after rebidding happens. The old Location is then discarded. Similarly, if a Player makes Finn leave a current Location (successfully), a new Location is drawn or searched for if Finn is heading to a specific location.

REACTIONS

Reaction cards are part of the Gameplay Deck. These cards can be played in the middle of a story, after a Roll, after a Bid, or at several other key times during gameplay. Each card will specify when it can be used. Typically, Reactions will alter the flow of the story or gameplay in some way beneficial to the user or at least detrimental to other Players.

Reactions are a great way to take a good situation and flip it around!

SKILLS

Two Skill cards are drawn by each player at the beginning of the game. These denote what Finn’s abilities are. If Finn has a Skill related to an action he’s performing, he gains +3 towards completing it. Skills are hidden from other Players, and you can only benefit from YOUR Skills. Skills do NOT stack with each other to make +6 actions.

EVENTS

Event cards are part of the Gameplay deck and are played at any point during the game. They usually have some crazy effect that alters Finn, the location he’s in, or the Players themselves. Occasionally, however, Events can change the behavior of even the Narrator.

But don’t worry! Only some of them are horrible!

MODIFIERS

Modifiers are the third and final card type in the Gameplay Deck. These cards can be played at any time. They are laid out in front of you and provide a passive bonus or detriment to your abilities until they are discarded (noted by the Modifier itself or by other cards that force you to discard Modifiers)

GAMEPLAY

Gameplay happens in several stages.

-Embarking on a Heroic Quest

-Deciding your Skills

-Distributing Willpower

-Setting the Location and drawing your hand

-Bidding for control of Finn

-Trying to complete the Heroic Quest

The game begins with each Player except the Narrator drawing two face-down Skill cards. Skills will be shown to the Narrator for approval before being turned face down in front of you.

15 Willpower counters are given to each Player. These are used by Players to Bid for control of Finn anytime another Player fails a roll or Finn passes out.

The Narrator then flips the top Location card and a Heroic Quest face-up and begins to set the stage, describing the basic situation Finn is waking up to.

Players then Bid for control of Finn using their available Willpower. If at any point a Player runs out of Willpower, they will no longer be able to take control of Finn. Players can Bid any amount of Willpower, but they lose the amount of Willpower they Bid if they win control of Finn.

While in control of Finn, a Player will announce an action that he or she would like to try to perform. The Narrator will Roll a six-sided die. The Roll must add up to 6 to be completed after Skills and Modifiers (There’s an example at the end of the rules)

Remember, Modifiers can change required Rolls for certain actions!

Players continue trying to perform actions until they fail or until Finn passes out.

Whenever any Player plays a card, it is discarded to a discard pile next to the deck that it came from. If at any point, a Player cannot draw cards from a deck, the discard pile should be re-shuffled into the deck.

END GAME

The game ends when every single Player runs out of Willpower entirely. The Player with the most points from completed Heroic Quests is the winner!

DRAWING CARDS

-From the beginning of the game, each Player will draw 3 cards to have in their hand until they’re used. At the end of a turn in which you controlled Finn, draw back up to 3 cards. Otherwise, you will only draw cards through card effects. There is no hand size limit, and you do not ever need to play the cards in your hand.

NOTES

-Remember, this is an imagination-based game! It can only help if you roleplay appropriately and help the story along.

-It’s the Narrator’s job to make sure the Heroic Quest becomes relevant in gameplay, being both objective and fair to Players.

-Players should not make their actions too complex. The Narrator decides when an action is too involved and should be split into multiple actions.

-Don’t take anything too seriously, it’s just a game!

-This is YOUR game. If you want to change it in any way, DO IT!!

ALTERNATE RULES

Because this game is based on intense imaginative power, everyone will want to play it a little differently- That’s okay! In fact, it’s encouraged! What’s included in this game is a host of supplies to help you play Everyone is Finn however you’d like. BUT, if you’d like to play with your own made-up Skills, Heroic Quests, Locations, Modifiers, Events, or Reactions- feel free!

OUR RECOMMENDATIONS

We have a few suggestions for improving the quality if your game based on our own experiences:

1. Make the consequences of a Roll correlate with the number you Rolled. If you Roll a 6, not only do you complete your action, but something great happens to Finn too. If you Roll a 1, you fail and Finn also suffers terrible misfortune.

2. Try with different dice. Use a 12-sided die. Rolling a 1-5 fails in a weak way, while Rolling a 7-12 fails in a strong way. For skills, 3-9 would complete the action. For example, you try to punch down a door, and you roll a 12, so instead, you shatter whole house, plunging you into a pit!

3. Use your own ideas for Quests and Skills. Write down your Skills and Quest on a piece of paper at the beginning of the game for the Narrator to approve and then simply play with the other provided cards!

4. Try to be as funny as possible. Adventure Time isn’t about a boring kid on a normal planet, you know! Lots of crazy stuff is always happening.

5. If you can act it out, do it! Roleplaying keeps the spirit of the game alive.

6. Whatever you do, HAVE FUN! This is your game, so play the way you want to!

EXAMPLE GAME

Player 1 draws Rough-Housing and Shape-Shifting as his Skills. The Heroic Quest is to Stop and Destroy an Evil Robot (Because Finn does that all the time).

Narrator draws Lumpy Space as the Location.

“Finn, you wake up in Lumpy Space just outside of Make-out point. You see a few smooth-posers just ahead arguing with some normal lumpy space people. Your backpack is missing and you have

nothing but a wad of gum and some glass eyes with you. The lumpy space people draw you menacingly into their argument. Finn, what do you do? Bid!”

Player 1 bids 3 Willpower and wins the bid against the other Players, so he loses that Willpower.

 

Player 1: “I stretch my arms around all of them,

pinning them to the ground, demanding that they carry me to the nearest portal back to Ooo.”

*Player 1’s skills combined make this action easier*

Narrator rolls a 4. A success, but not a great one.

“They comply, jumping down a landlump to the nearest portal. Unfortunately, its distance was too great for some of the lumpy space people. They fall into the lumpy abyss. However, you make it to the portal below.”

Player 1 is not yet through the portal because his action didn’t specify that he go through yet.

Player 1: “I stretch myself through the portal to get back to Ooo”

Player 1 here carefully worded his action so that his Skill applied to a method of transporting himself.

Narrator rolls a 1. Bad luck.

(After much oohing and ahhing from the Players)

“Finn, you start to stretch yourself into fantastic shapes before you realize that instead of stretching towards the portal, you’ve stretched yourself into a pretzel knot! You fall over, unable to breathe. Finn passes out. Rebid!”

The Players rebid face-down. Player 1 loses after bidding only 1 Willpower this time. He keeps it.

The Narrator flips up a new Location,The Desert of Doom.

“Finn, you wake back up in the Desert of Doom. The distant sounds of commotion can be heard beyond some ruins. It sounds mechanical in nature, what do you do?”

The Player who won control of Finn then takes his turn and continues in hopes of destroying the giant robot and gaining a point. Gameplay continues until all Willpower has been used up, at which point the game ends.